kiss3d
Keep it simple, stupid 3d graphics engine for Rust. (by sebcrozet)
wgpu-rs
Rust bindings to wgpu native library (by gfx-rs)
kiss3d | wgpu-rs | |
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5 | 16 | |
1,448 | 1,699 | |
- | - | |
4.5 | 9.0 | |
about 2 months ago | almost 3 years ago | |
Rust | Rust | |
BSD 3-clause "New" or "Revised" License | Mozilla Public License 2.0 |
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.
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.
kiss3d
Posts with mentions or reviews of kiss3d.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-01-22.
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A Rust client library for interacting with Microsoft Airsim https://github.com/Sollimann/airsim-client
kiss3d
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library to render 3D primitives to either an image or the screen
In case someone else has a similar need, I found a nice library that perfectly fits my needs: https://github.com/sebcrozet/kiss3d
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What do I need for a board game?
Something like Kiss3D might be more favorable for you. I personally don't have a lot of experience with it, but it's simple to use, and gets the job done without extra work.
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Rendering 3D models in browser with wasm?
There is also kiss3d.
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OpenGL in Rust
kiss3d might be something for you...
wgpu-rs
Posts with mentions or reviews of wgpu-rs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-04-30.
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Using WGPU + crates directly or Bevy?
You could start with one of examples from wgpu and tinker with it to see if that's your thing. Ie. copy hello-triangle and add more triangles / make them move, etc.
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gfx-rs ecosystem releases v0.8
wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
- Rust shader translator is 2.5x faster
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GPU compute shader for SHA256 using Rust!
rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
- GPU programming .. SYCL
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Bevy 0.5
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
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Bevy 0.5: data oriented game engine built in Rust
We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
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Help a newbie (in this language) to find directions :)
It's the same thing, the Rust implementation is just called[wgpu](https://wgpu.rs/)
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Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!
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Newbie questions on design patterns in Rust
Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.
What are some alternatives?
When comparing kiss3d and wgpu-rs you can also consider the following projects:
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
ash - Vulkan bindings for Rust
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)
glium - Safe OpenGL wrapper for the Rust language.
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
printpdf - An easy-to-use library for writing PDF in Rust
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
glutin - A low-level library for OpenGL context creation, written in pure Rust.
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
rusttype - Mirror of https://gitlab.redox-os.org/redox-os/rusttype
gpuweb - Where the GPU for the Web work happens!