learn-wgpu
cgltf
Our great sponsors
learn-wgpu | cgltf | |
---|---|---|
48 | 7 | |
1,031 | 1,091 | |
- | - | |
8.5 | 5.7 | |
12 days ago | 10 days ago | |
Rust | C | |
MIT License | MIT License |
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.
learn-wgpu
-
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
-
If you're using Metal you're literally a terrorist [shitpost/rant]
And here's the tutorial: https://sotrh.github.io/learn-wgpu/
-
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.
-
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.
-
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.
-
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.
-
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.
-
Best resources to learn graphics programming?
I started learning Rust a while back and recently got interested into graphics programming. I found this library called wgpu. It seemed what I was looking for so I looked up some tutorials and this one seems to be the only one that exists.
-
3D graphics library
If you decide to go with it and want to learn it I would recommend you to refer https://sotrh.github.io/learn-wgpu/ and refer to Go code for the tutorials here https://github.com/rajveermalviya/go-webgpu-examples/tree/main/learn-wgpu/beginner (WIP, I am in the process of making complete doc)
-
GPU to good use
There's also https://sotrh.github.io/learn-wgpu/, but that focusses more on the graphics part of wgpu.
cgltf
-
I was learning OpenGL and, I needed a suggestion : Which are the best 3D model formats (In terms of ease of loading)
Use glTF and https://github.com/jkuhlmann/cgltf Or, looks like you are using C#, so https://github.com/vpenades/SharpGLTF
-
What is the best FBX loader for modern OpenGL? (C++)
Do you really have to use fbx? An open format like gltf is better supported, and there are bazillions loaders(I use cgltf without any issues, which is also used by raylib, Unigine and bgfx). It's also a perfect fit for OpenGL.
-
PortableGL: An implementation of OpenGL 3.x-ish in clean C
I recently discovered this pattern in cgltf (https://github.com/jkuhlmann/cgltf), and I agree, it makes deployment so much nicer.
-
Good entry-level model format with animation
Use https://github.com/jkuhlmann/cgltf It’s the most popular loader.
- Any opensource lib for loading gitf files? Something lightweight if possible
-
Is it worth writing a software raytracer before going into hardware accelerated RTX?
It's easy to generate a BVH for a generated triangle set (like a fractal pyramid or a dense cube). But, quickly generating a high quality BVH for a loaded model requires some research. Use https://github.com/jkuhlmann/cgltf to load models.
-
How to become a tools/graphics/engine programmer
Write a simple glTF viewer in OpenGL. This is a throw-away warm-up. So, don't fret over the code. Don't do anything complicated. Shoot for a simple, forward renderer for a simple, animated character with trivial Phong lighting, diffuse map, normal map and a basic directional shadow map. Use OpenGL ES 3.0/GL 4.3 API with no crazy features. Don't worry about performance. Use https://github.com/jkuhlmann/cgltf to load the files. KTX is a great container for textures.
What are some alternatives?
tinygltf - Header only C++11 tiny glTF 2.0 library
ash - Vulkan bindings for Rust
glium - Safe OpenGL wrapper for the Rust language.
FBX2glTF - A command-line tool for the conversion of 3D model assets on the FBX file format to the glTF file format.
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
winit - Window handling library in pure Rust
gdx-gltf - GLTF 2.0 3D format support and PBR shader implementation for LibGDX
SDL - Simple Directmedia Layer
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
SharpGLTF - glTF reader and writer for .NET Standard
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