glium
learn-wgpu
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glium | learn-wgpu | |
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16 | 54 | |
3,138 | 1,089 | |
0.7% | - | |
6.4 | 8.1 | |
13 days ago | 1 day ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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glium
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Cargo build feature issue: Building winit problem, says no features specified
Which is blocked, waiting for glium to update: https://github.com/glium/glium/pull/2036
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OpenGL crates: gl vs glow vs glium
https://crates.io/crates/glium (8 months ago - 925 kB)
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[Media] Visualizing scientific data in rust
Hi rustaceans! I glued this prototype together with vtkio and glium. There are more features that are unsupported than supported at this point, but the code is here if you want to check it out: https://github.com/JeffIrwin/skillet
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should i learn glium?
Should i learn glium (https://crates.io/crates/glium)? i have some experience in opengl (C++) and i would like to use the opengl functionality in the Rust ecosystem.
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How to abstract OpenGL for future use?
I can recommend https://github.com/glium/glium as a good, safe abstraction. There was a time when I wanted to learn shaders and write complex pipelines with several stages, this library allowed me to learn about the important objects and their responsibilities without having to program the very verbose chunks of code to initialize. I learned the following:
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Where to find resources to learn OpenGL with Rust ?
Glium is a Rust-y OpenGL wrapper, and its repository contains a discussion that should give you an idea whether this is what you want to use, as well as some tutorial.
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Drew a torus in the browser using Rust + WASM
If you don't know C++, don't let that deter you because if you can read Rust, you can read the C++ the author writes in the book. To interact with OpenGL I used glium; translating the C++ code to Rust/glium can be tricky though. The Rust equivalent to the linear algebra library the author uses (GLM) is nalgebra_glm.
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How to render text with rust?
Glium and ash provide low level access to different common graphics api's. I'm sure there's a good directx-11/12 bindings as well but I'm unfamiliar with what people use.
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Issues with glium
I was following the glium tutorials and I thought that I could play around with the code and move most of the logic over into a struct similar to what is done in this wgpu tutorial. However when I try to do that I get an issue saying that a move occurred because my struct didn't implement the copy trait, although neither did the tutorial on wgpu, so I am a bit confused as to why it works in the wgpu code and not in my code.
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Any recommended resources for beginning graphics with Rust
glium: https://github.com/glium/glium/tree/master/book wgpu: https://sotrh.github.io/learn-wgpu/
learn-wgpu
- Hey Rustaceans! Got a question? Ask here (12/2023)!
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Wgpu – Safe and Portable GPU Abstraction in Rust, Implementing WebGPU API
A nice introduction (+ a lot more) can be found here: https://sotrh.github.io/learn-wgpu/#what-is-wgpu
- Tech stack for a turn-based roguelike in Rust
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What is the "P5.js" for Rust?
the "p5.js" of rust is definetelly nannou. but i wouldn't recommend it for something that is graphics heavy, nannou is great for visualizations, effects, animations and stuff, but for proper 3d rendering and stuff you should go to wgpu (which has a great walkthrough: https://sotrh.github.io/learn-wgpu/), or some opengl binding which there are many of: https://crates.io/keywords/opengl
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If you're using Metal you're literally a terrorist [shitpost/rant]
And here's the tutorial: https://sotrh.github.io/learn-wgpu/
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Render Pipelines in wgpu and Rust
baryon is a lightweight toy renderer for prototyping 3D applications in Rust. It uses wgpu to render 3D elements, hecs for an ECS system (to make a scene with “entities” like 3D models), and winit for handling cross-platform window management (just like the wgpu tutorial). It also allows for setting different “render passes”, like a Phong (”cartoony”/fast) vs PBR (”realistic”) pass.
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A web enabled interactive fractal explorer written in rust!
I creted this project while learning from this awesome tutorial which I highly recommend. I also took inspiration for the minimal web ui from this repository.
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Primitive Geometry in wgpu and Rust
⚠️ This tutorial assumes you’ve followed and completed the “Learn wgpu” tutorial. You could also use my repo here as a starting point - but it will require Rust and Trunk setup in your local dev environment. You can also checkout the final code here for reference.
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Where to start to develop a game engine?
If you do know Rust and know what to pick from, but want to be at bleeding edge and have the best Rust centric graphics libraries can offer, try wgpu which is an implementation of WebGPU. There's a tutorial on how to get started too.
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Questions about resizing: 1) How to keep aspect ratio, 2) How to allow resizing as wasm/on web?
Hello! So far am I following this guide for WGPU/Rust: sotrh/learn-wgpu. I made it to the depth buffer before I wanted to use what I had learned to make my own project. It has been going pretty well, with no major hiccups, however, I am having issues with resizing.
What are some alternatives?
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
glutin - A low-level library for OpenGL context creation, written in pure Rust.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
ash - Vulkan bindings for Rust
wgpu - Safe and portable GPU abstraction in Rust, implementing WebGPU API.
winit - Window handling library in pure Rust
SDL - Simple Directmedia Layer
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
luminance-rs - Type-safe, type-level and stateless Rust graphics framework
vulkano - Safe and rich Rust wrapper around the Vulkan API