gfx
dmd
gfx | dmd | |
---|---|---|
11 | 146 | |
5,325 | 2,888 | |
0.0% | 0.3% | |
0.0 | 9.9 | |
about 1 year ago | 6 days ago | |
Rust | D | |
Apache License 2.0 | Boost Software License 1.0 |
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.
gfx
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How to learn writing a Wayland compositor?
Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
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Rendering broken by rust 1.67 field ordering
For users of old school crate _gfx_ v0.18 I have PRs that will fix this issue without any additional changes (https://github.com/gfx-rs/gfx/pull/3791) though I suppose there aren't too many such users nowadays...
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Why is it that I need to invert the projection matrix in Vulkan and how should that be handled when supporting multiple render backends?
The gfx-backend-* READMEs each have a graphic explanation that is very useful. As others have said, the best way to handle this is with a flipped viewport, but I've never seen a satisfactory explanation as to why this doesn't mess with front/back faces and culling.
- Language for game engine
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WGPU vs Vulkan?
From https://github.com/gfx-rs/gfx
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Graphics Libraries?
https://github.com/gfx-rs/gfx#hardware-abstraction-layer
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Wgpu: Copies into 3D images are not supported
Searching through the source code for wgpu and its dependencies, the error is coming from the gfx-rs DirectX 11 backend. I am guessing this is because of a limitation of DirectX 11. The easiest thing to do would probably be to try switching to the DirectX 12 or Vulkan backends.
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I built a simple C8 emulator/debugger/disassembler (Rust)
Looks like they are using https://github.com/ggez/ggez which in turn uses https://github.com/gfx-rs/gfx for low-level drawing to the screen
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OpenGL in Rust
There is also gfx-rs, which should be easier to use than opengl.
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Ask HN: How to self-learn graphics programming?
https://crates.io/crates/tiny-skia
You can put things together pretty easily with these libs. And they also let you skip the gpu boilerplate (I should note that tiny-skia works only in the CPU).
Lastly, you have shader programming (OpenGL, Vulkan, etc.). If you're writing "production code" you'll have to do some setting up of the GPU, and the actual graphics code will be in a separate shader language. Shader languages are similar to C but with restrictions that allow for a high level of parallism, making it extremely fast. If you want to get started with this I'd recommend playing around on a site like shadertoy[1] where you can start writing shaders right away. I haven't done much of this myself but as far as Rust goes I've seen a lot of references to the gfx crate:
https://crates.io/crates/gfx
I hope this helps
[1] https://www.shadertoy.com/
dmd
- D2 Playground
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DMD Compiler as a Library: A Call to Arms
Here's the pipeline spitting out the same error as on my macbook did.
https://github.com/dlang/dmd/actions/runs/8023469412/job/219...
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My favourite Git commit (2019)
Not completely on topic (if you read TFA) but my favorite Git commit is by compiler badass and HN frequenter, where he checks in an entire C compiler to the D language repo:
https://github.com/dlang/dmd/pull/12507
https://news.ycombinator.com/item?id=27102584
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The C Bounded Model Checker: Criminally Underused
A new generated code alone is 4000 lines long [1]. The actual code added is just 2000 lines, and some are used to pay debts, I mean, to make a proper code generator (which can be alternatively written in a simpler scripting langauge). In any case it is never comparable to the entier C parser proper.
[1] https://github.com/dlang/dmd/pull/15307/files#diff-3677bcc89...
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OpenD, a D language fork that is open to your contributions
D is completely opensource already (https://github.com/dlang/dmd). The "open" of OpenD is just ADR saying that OpenD will be more open to new language features than D has historically been.
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The OpenD Programming Language (fork of D)
The reference compiler, DMD, is open source: https://github.com/dlang/dmd
But they don't accept just any Pull Request or features the community submits, understandably. There's a process called DIP for language improvements: https://github.com/dlang/DIPs/blob/master/DIPs/README.md
However, by some accounts, it's really hard to get anything through.
Given D already has so many feature, I find that to be a good thing , to be honest, by not everyone agrees, of course.
- Odin Programming Language
- D Programming Language
What are some alternatives?
glium - Safe OpenGL wrapper for the Rust language.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
wgpu - Cross-platform, safe, pure-rust graphics api.
ldc - The LLVM-based D Compiler.
glutin - A low-level library for OpenGL context creation, written in pure Rust.
v - Simple, fast, safe, compiled language for developing maintainable software. Compiles itself in <1s with zero library dependencies. Supports automatic C => V translation. https://vlang.io
wgpu-rs - Rust bindings to wgpu native library
dextool - Suite of C/C++ tooling built on LLVM/Clang
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
Odin - Odin Programming Language
rusttype - Mirror of https://gitlab.redox-os.org/redox-os/rusttype
llvm-project - The LLVM Project is a collection of modular and reusable compiler and toolchain technologies.