gfx
veloren
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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/
veloren
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Ask HN: Is Scratch a good tool for teaching coding?
I know that code.org's lessons have a "view the real code" box, helping to ease one into the "here's how to think about problems and structure, but here's the actual JavaScript that underpins it". If you haven't tried that, it may help
I also recently learned that Brilliant uses block-based lessons, too, so there's obviously some there-there
I would guess that a lot of the problem is one of actualization: how does one go from solving "someone else's problems" to one of realizing their own ideas. Based on what I've seen, I'd guess that a Minecraft mod port that maps blockly down into lua would go a long way toward "do some things that materialize change in an environment that is familiar." I haven't used Roblox, but I believe it's similar so if they have a programming language, same-same. I started to suggest using Valoren <https://gitlab.com/veloren/veloren#get-veloren> since it's actual FOSS and thus would be much, much easier to integrate into, but I haven't played it in order to know how much uncanny-valley it would have with any preexisting Minecraft experience
- Veloren
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What’s an actual use case for Rust
Games (Veloren, or check out this website for updates on other games being developed in Rust)
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Veloren Future?
Firstly, it's open-source. That means that all code associated with the project is freely available (it's right here!) and you're welcome to download, modify, recompile, and make changes to it as you wish. In fact, there have already been a few forks of the project that added new items, abilities, bosses, and other such things. Veloren is also released under GPL v3, a license that pretty much ensures that the code will always be open-source, meaning that anybody can take the existing code and remix it, mod it, or otherwise build upon it.
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New license for veloren assets?
I found this on the gitlab https://gitlab.com/veloren/veloren/-/issues/1755
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Veloren won't launch on Fedora 37 with amdgpu Graphics.
sounds like a wayland issue, can you check our https://gitlab.com/veloren/veloren/-/issues list and if you dont find this error, you could help us by opening a bug and giving it a good description: Maybe there is even a workaround in our book:
- Could something like this be implemented in Veloren? I'm not a Dev but this video by LTT makes Async look promising
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C Isn't a Programming Language Anymore
Trying to replace C with something like Rust, is essentially saying that we should rewrite all kernels in Rust. C is the common language because it talks to the kernel, which talks to the hardware.
Forgetting how much would need to be replaced with objectively much slower code, Rust simply cannot do some things. You cannot always make absolute guarantees about memory safety for example when it comes to low-level programming. Sometimes to be fast, you have to make assumptions and take risks.
I am currently watching the Veloron game [1] as an example of how larger Rust projects may begin to look. I see something like this [2] and it doesn't look all dissimilar from C, just with a new syntax. Has writing this game eliminated all bugs? Nope [3]. Maybe there are less segfaults and bad memory management, but this was just one class of bugs.
[1] https://gitlab.com/veloren/veloren
[2] https://gitlab.com/veloren/veloren/-/blob/master/server/src/...
[3] https://gitlab.com/veloren/veloren/-/issues/?sort=closed_des...
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Veloren is a multiplayer voxel RPG written in Rust
Oh dang, looks like it's open source too. licensed under GPLv3 - https://gitlab.com/veloren/veloren
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Veloren Adventures! Spooky Level 5 Dungeon - Happy Halloween!
It's really amazing to see how Veloren has improved over the years. Makes me wonder what we'll see in the future. I was really surprised when I saw the train tracks merge request 😄
What are some alternatives?
glium - Safe OpenGL wrapper for the Rust language.
Airshipper - The official Veloren launcher! This repository is a mirror. Please submit all PRs and issues on our GitLab page: https://gitlab.com/veloren/airshipper
wgpu - Cross-platform, safe, pure-rust graphics api.
bevy - A refreshingly simple data-driven game engine built in Rust
glutin - A low-level library for OpenGL context creation, written in pure Rust.
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.
wgpu-rs - Rust bindings to wgpu native library
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
watchtower - A process for automating Docker container base image updates.
rusttype - Mirror of https://gitlab.redox-os.org/redox-os/rusttype
learn-wgpu - Guide for using gfx-rs's wgpu library.