bevy_webgl2
wgpu-rs
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bevy_webgl2 | wgpu-rs | |
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4 | 16 | |
168 | 1,699 | |
- | - | |
1.7 | 9.0 | |
almost 2 years ago | over 2 years ago | |
Rust | Rust | |
MIT License | Mozilla Public License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
bevy_webgl2
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Is there a way to use piston with wasm?
There was a rust game jam in September 2021 and some games are playable in the browser. In that game jam the most used game engine was the bevy game engine. But most of the games made in bevy were not made playable in the browser, the ones that were playable in the browser used a third-party bevy plugin called bevy_webgl2. However now bevy has been updated to version 0.6 that has new built in WASM support, so there seems to be no need for bevy_webgl2. Targeting WASM with bevy might mean that not all features of the engine are available, so you need to limit the game’s features used to the ones that are compatible with WASM.
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Bevy 0.5
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
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Running ML models in a game (and in Wasm!)
Thanks to bevy_webgl2, this is actually very straightforward. I just need to add the plugin WebGL2Plugin and disable the default features of Bevy to only enable the one available on Wasm.
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Advice for doing a web-playable 7DRL
Bevy has bevy_webgl2, which is supposed to enable a way to compile bevy for wasm and consequently run in a browser.
wgpu-rs
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gfx-rs ecosystem releases v0.8
Naga-based shader infrastructure has been growing and capturing more ground. It has reached an important point where SPIRV-Cross is not just optional on some platforms, but even not enabled by default. This is now the case for Metal and OpenGL backends. Naga path is easier to integrate, share types with, compile, and it’s much faster to run. Early benchmarks suggest about 2.5x perf improvement over SPIRV-Cross for us.
wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
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GPU compute shader for SHA256 using Rust!
rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
- GPU programming .. SYCL
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Bevy 0.5
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
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Bevy 0.5: data oriented game engine built in Rust
We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
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Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!
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Newbie questions on design patterns in Rust
Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.
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OpenGL in Rust
there is a lack of opengl development because opengl itself is beint phased out slowly. your best bet here is probably https://wgpu.rs
What are some alternatives?
ash - Vulkan bindings for Rust
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
gpuweb - Where the GPU for the Web work happens!
hash-shader - SHA256 Compute Shader (Kernel) Written in Rust
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
bloom - The simplest way to de-Google your life and business: Inbox, Calendar, Files, Contacts & much more
veloren
simple-game - A personal collection of windowing/graphics/game code to get started quickly on games and graphical applications
bevy_spine - Spine runtime for bevy, prototype