flo_draw VS contrast_renderer

Compare flo_draw vs contrast_renderer and see what are their differences.

flo_draw

2D rendering libraries for Rust and FlowBetween (by Logicalshift)
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flo_draw contrast_renderer
3 4
97 63
- -
9.0 6.1
24 days ago 3 months ago
Rust Rust
Apache License 2.0 MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

flo_draw

Posts with mentions or reviews of flo_draw. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-14.
  • Rust: State of GUI, December 2022 – KAS blog
    15 projects | news.ycombinator.com | 14 Dec 2022
    I've been working a 2D rendering toolkit that increasingly looks to me like it probably deserves a mention on these lists: https://github.com/logicalshift/flo_draw (but I'm not on Reddit...). Layers, vector sprites, dynamic textures and a streaming API that fits well with 'reactive' designs are amongst the features that make it stand out from what else is out there. It's super simple to get going too.

    Started life as a rendering layer for FlowBetween so I could put in whatever looked like it was 'winning' later on but wound up writing my own renderer as there wasn't anything quite there yet. Still has that design so another unique thing is that it's possible to use the same API with whatever rendering layer you want.

    Speaking of FlowBetween, one thing I have wanted to do for ages is to get rid of the platform-specific GUIs and use something universal. It should be easy because FlowBetween sends straightforward instructions to an independent GUI layer, but I keep bouncing off for a few reasons:

    - it's a big ole task so I definitely want to pick something that's stable and also lets me hedge my bets in terms of being easy to migrate away from

  • Genuary 2022: Generative Code Art Prompts for a Month
    1 project | news.ycombinator.com | 3 Jan 2022
    If Rust's your language, I wrote a library that should be pretty good at 2D things: https://github.com/logicalshift/flo_draw - I wrote it while working on another project (FlowBetween) where I found debugging would be easier if I could just render something on-screen but rendering stuff on screen always required a ridiculous amount of setup.

    It has some nice options for feeding its own output back into itself as it uses streams rather than callbacks so it's quite good for procedural rendering type tasks (the 'Wibble' example is a good place to start with that)

  • Inkscape 1.1.1 Is Released
    7 projects | news.ycombinator.com | 28 Sep 2021
    I've been working on one for a while now that's very slowly coming together: https://github.com/logicalshift/flowbetween if you're interested.

    I've been building out some backend stuff lately so there's a bunch of new features waiting to go in. https://github.com/Logicalshift/flo_draw has some demonstrations of the sort of procedural animation features I'm planning on adding, for instance.

contrast_renderer

Posts with mentions or reviews of contrast_renderer. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-15.
  • WebGPU Fundamentals
    7 projects | news.ycombinator.com | 15 Apr 2023
    This is true, but there is a lot more to the story. For one, WebGPU does not (yet) support mesh shaders, though it may later as an extension. For two, consider a glyph such as "o" that has two contours. Real triangulation generates a mesh that only generates triangles between the outer and inner contours, and mesh shaders aren't good at that. There are techniques (cover and stencil) that draw twice, incrementing and decrementing a winding number stored in the stencil buffer (see contrast renderer[1] for a clean modern implementation), but it does require nontrivial tracking on the CPU side, and can result in lots of draw calls to switch between the cover and stencil stages unless sophisticated batching is done.

    Compute shaders avoid all these problems and work on WebGPU 1.0 today.

    [1]: https://github.com/Lichtso/contrast_renderer

  • Rust: State of GUI, December 2022 – KAS blog
    15 projects | news.ycombinator.com | 14 Dec 2022
    Thanks!

    You can also checkout the "feature/ui" branch in GIT [1] to get the UI framework prototype.

    [1]: https://github.com/Lichtso/contrast_renderer/tree/feature/ui

  • Vector Graphics on GPU
    10 projects | news.ycombinator.com | 10 Aug 2022

What are some alternatives?

When comparing flo_draw and contrast_renderer you can also consider the following projects:

thorvg - Thor Vector Graphics is a lightweight portable library used for drawing vector-based scenes and animations including SVG and Lottie. It can be freely utilized across various software platforms and applications to visualize graphical contents.

nbody-wasm-sim - An N-body WebAssembly simulation using Web GPU

inkscape

nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL

rlottie - A platform independent standalone library that plays Lottie Animation.

glyphy - GLyphy is a signed-distance-field (SDF) text renderer using OpenGL ES2 shading language.

flowbetween - Tool for creating animations

vger-rs - 2D GPU renderer for dynamic UIs

wxRust2 - re-exploration Rust binding to wx

msdfgen - Multi-channel signed distance field generator

inkscape-open-symbols - Open source SVG symbol sets that can be used as Inkscape symbols