cgltf
learn-wgpu
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cgltf | learn-wgpu | |
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9 | 75 | |
1,373 | 1,382 | |
- | - | |
6.7 | 8.0 | |
about 2 months ago | 21 days ago | |
C | Rust | |
MIT License | MIT License |
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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.
cgltf
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Confused in terms of where to start with framework/technology etc. Need help picking between learning ShaderToy v/s OpenGL v/s WebGL
If you want to go all the way, https://learnopengl.com/ is a favorite around here. You could build a glTF viewer from scratch starting from that tutorial and https://github.com/jkuhlmann/cgltf and eventually building towards https://google.github.io/filament/Filament.html or whatever wacky artsy direction you like.
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Best courses for learning graphics programming?
Use https://github.com/jkuhlmann/cgltf to parse the files. https://github.com/ocornut/imgui for your UI. Maybe https://www.libsdl.org/ just to set up a window, handle mouse clicks and initialize the GL context in that window.
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I was learning OpenGL and, I needed a suggestion : Which are the best 3D model formats (In terms of ease of loading)
Use glTF and https://github.com/jkuhlmann/cgltf Or, looks like you are using C#, so https://github.com/vpenades/SharpGLTF
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What is the best FBX loader for modern OpenGL? (C++)
Do you really have to use fbx? An open format like gltf is better supported, and there are bazillions loaders(I use cgltf without any issues, which is also used by raylib, Unigine and bgfx). It's also a perfect fit for OpenGL.
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PortableGL: An implementation of OpenGL 3.x-ish in clean C
I recently discovered this pattern in cgltf (https://github.com/jkuhlmann/cgltf), and I agree, it makes deployment so much nicer.
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Good entry-level model format with animation
Use https://github.com/jkuhlmann/cgltf It’s the most popular loader.
- Any opensource lib for loading gitf files? Something lightweight if possible
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Is it worth writing a software raytracer before going into hardware accelerated RTX?
It's easy to generate a BVH for a generated triangle set (like a fractal pyramid or a dense cube). But, quickly generating a high quality BVH for a loaded model requires some research. Use https://github.com/jkuhlmann/cgltf to load models.
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How to become a tools/graphics/engine programmer
Write a simple glTF viewer in OpenGL. This is a throw-away warm-up. So, don't fret over the code. Don't do anything complicated. Shoot for a simple, forward renderer for a simple, animated character with trivial Phong lighting, diffuse map, normal map and a basic directional shadow map. Use OpenGL ES 3.0/GL 4.3 API with no crazy features. Don't worry about performance. Use https://github.com/jkuhlmann/cgltf to load the files. KTX is a great container for textures.
learn-wgpu
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
- Help me get started with 3D graphics in Rust
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
- Learn Wgpu
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Learning OpenGL before wgpu?
So I was wondering if opting for option 1 would be better to begin with. OpenGL has a much bigger community and wgpu only has its documentation which I hear is not quite up there yet. There is this excellent tutorial for wgpu that I read through, but it seems like wgpu can be a lot more complicated than starting with OpenGL.
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Getting started with computer graphics with Rust
I started with wgpu tutorial (https://sotrh.github.io/learn-wgpu/) since I like the idea of portability and it's a Rust-first library, but it seems I'm missing some foundations of how CG works in general: the code is given, a little of explanation like it assumes I already know something, maybe I'm wrong, but I wish there was a longer explicit version.
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Trying to learn wgpu
If you haven't seen it: https://sotrh.github.io/learn-wgpu/ is a good introduction that will explain most of what you asked, then can refer to rend3d or bevys renderer to see how a render graph works.
What are some alternatives?
tinygltf - Header only C++11 tiny glTF 2.0 library
ash - Vulkan bindings for Rust
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
glium - Safe OpenGL wrapper for the Rust language.
FBX2glTF - A command-line tool for the conversion of 3D model assets on the FBX file format to the glTF file format.
SDL - Simple Directmedia Layer
SharpGLTF - glTF reader and writer for .NET Standard
winit - Window handling library in pure Rust
gdx-gltf - GLTF 2.0 3D format support and PBR shader implementation for LibGDX
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
LZ4 - Extremely Fast Compression algorithm
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)