cargo-msrv
rust-gpu
cargo-msrv | rust-gpu | |
---|---|---|
11 | 82 | |
752 | 6,972 | |
- | 1.1% | |
9.1 | 7.7 | |
8 days ago | 9 days ago | |
Rust | Rust | |
Apache License 2.0 | Apache 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.
cargo-msrv
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Introducing cargo-ft: a cargo extension for specifying supported targets for a crate
What this tool say? https://github.com/foresterre/cargo-msrv
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What’s everyone working on this week (19/2023)?
I'm working on cargo-marv.
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What's your crate's Minimum Supported Rust Version?
Before getting overcome by despair, have a look at cargo-msrv -- this little gem of a tool figures it all out for you!
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What's everyone working on this week (31/2022)?
I'll be adding a 'minimal' output format to cargo-msrv for use in scripts. I'll also be updating the book, and inch closer towards releasing v0.16.
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Rust for the Kernel Could Possibly Be Merged for Linux 5.20
First commit 2 months ago, started with edition 2021. https://hg.sr.ht/~cyplo/legdur/browse/Cargo.toml?rev=ca11815...
Have you tried compiling something less than bleeding edge, with a year old compiler, or are you picking projects specifically to "showcase" the supposed failings of the Rust compiler?
Many libraries in the ecosystem have a MSRV (minimum support rust version) guarantee, with compile-time shims to enable newer features if a more recent version is detected.
You can pin your dependencies to those versions (and if they don't have an explicit MSRV, just pin it to a version by date or by running https://github.com/foresterre/cargo-msrv on the project to find the effective MSRV).
You can cargo install specific versions of a binary crate, and if they move to the 2021 edition, or use a recently stabilized standard library function or w/e, you can simply choose to install a specific version, that would work with your distro's rustc/cargo.
I'm not even talking about the completely valid, but last resort strategy of many non-bleeding edge distro package maintainers, of simply creating a .patch file and applying it. In legdur's case, --- edition = "2021" +++ edition = "2018" on Cargo.toml would probably do the trick. For libraries/binaries you control, you can use https://doc.rust-lang.org/cargo/reference/overriding-depende... and https://github.com/itmettkeDE/cargo-patch.
Giving up after the first minor roadblock and crying bloody murder is intellectually lazy.
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[Gitoxide in January]: full multi-index support in object database and complete git-index reading
Looks helpful though it doesn't seem to address when you don't have a Cargo.lock. I've created an issue for this.
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What’s everyone working on this week (8/2022)?
I'll be switching over the CLI of cargo-msrv, from Clap's builder methods to the attribute macro. I hope this will simplify the configuration, as my Config and ConfigBuilder structs (which were build from Clap's ArgMatches) was growing fast, and becoming slightly unorganized. With the attribute macro, the config will be constructed directly by code generated by the macro. The mostly saves one intermediate step, and a lot of boilerplate.
- cargo-msrv v0.14.0 release
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Announcing `cargo supply-chain`: Know whom you trust
Some combination of cargo-outdated and cargo-msrv could probably do this in a slightly more manual fashion.
rust-gpu
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Vcc – The Vulkan Clang Compiler
Sounds cool, but this requires yet another language to learn[0]. As someone who only has limited knowledge in this space, could someone tell me how comparable is the compute functionality of rust-gpu[1], where I can just write rust?
[0] https://github.com/Hugobros3/shady#language-syntax
[1] https://github.com/EmbarkStudios/rust-gpu
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Candle: Torch Replacement in Rust
I don't do anything related to data science, but I feel like doing it in Rust would be nice.
You get operator overloading, so you can have ergonomic matrix operations that are typed also. Processing data on the CPU is fast, and crates like https://github.com/EmbarkStudios/rust-gpu make it very ergonomic to leverage the GPU.
I like this library for creating typed coordinate spaces for graphics programming (https://github.com/servo/euclid), I imagine something similar could be done to create refined types for matrices so you don't do matrix multiplication matrices of invalid sizes
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What's the coolest Rust project you've seen that made you go, 'Wow, I didn't know Rust could do that!'?
Do you mean rust-gpu?
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How a Nerdsnipe Led to a Fast Implementation of Game of Life
And https://github.com/EmbarkStudios/rust-gpu/tree/main/examples with the wgpu runner (here it runs the compute shader)
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What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
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[rust-gpu] How do I run/build my own shaders locally?
The examples in the rust-gpu repository are a good place to start
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Posh: Type-Safe Graphics Programming in Rust
There's another project that's similar that's being used by an actual game company: https://github.com/EmbarkStudios/rust-gpu
They see specific advantages here that would outweigh that negative. It's not my space (I play games, but know next to nothing about graphics programming), but there's at least one argument in the other direction.
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Introducing posh: Type-Safe Graphics Programming in Rust
Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?
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Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
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With what languages are video games like League of Legends (most likely) programmed?
Also Embark Studios (formers DICE people) is doing a lot of work with Rust, all open source like Rust GPU https://github.com/EmbarkStudios/rust-gpu
What are some alternatives?
toml-bombadil - A dotfile manager with templating
llama.cpp - LLM inference in C/C++
crates.io-index - Registry index for crates.io
wgpu - A cross-platform, safe, pure-Rust graphics API.
cargo-crev - A cryptographically verifiable code review system for the cargo (Rust) package manager.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
rust_lisp - A Rust-embeddable Lisp, with support for interop with native Rust functions
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
cargo-llvm-cov - Cargo subcommand to easily use LLVM source-based code coverage (-C instrument-coverage).
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
competitive-programming-rs - Algorithm Snippets for Competitive Programming in Rust
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework