learn-wgpu
luminance-rs
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learn-wgpu | luminance-rs | |
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75 | 7 | |
1,378 | 1,086 | |
- | - | |
8.0 | 0.0 | |
14 days ago | about 1 year ago | |
Rust | Rust | |
MIT License | GNU General Public License v3.0 or later |
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learn-wgpu
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
- Help me get started with 3D graphics in Rust
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
- Learn Wgpu
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Learning OpenGL before wgpu?
So I was wondering if opting for option 1 would be better to begin with. OpenGL has a much bigger community and wgpu only has its documentation which I hear is not quite up there yet. There is this excellent tutorial for wgpu that I read through, but it seems like wgpu can be a lot more complicated than starting with OpenGL.
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Getting started with computer graphics with Rust
I started with wgpu tutorial (https://sotrh.github.io/learn-wgpu/) since I like the idea of portability and it's a Rust-first library, but it seems I'm missing some foundations of how CG works in general: the code is given, a little of explanation like it assumes I already know something, maybe I'm wrong, but I wish there was a longer explicit version.
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Trying to learn wgpu
If you haven't seen it: https://sotrh.github.io/learn-wgpu/ is a good introduction that will explain most of what you asked, then can refer to rend3d or bevys renderer to see how a render graph works.
luminance-rs
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Introducing posh: Type-Safe Graphics Programming in Rust
gives me same vibes as https://github.com/phaazon/luminance-rs
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Announcing Rust 1.67.0
Potentially it is due to this layout optimization and a missing repr(C) somewhere in your code or a dependency. For example, here is an is a related issue in luminance.
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Luminance redesign; Part 1: compatible vertex types
luminance is a graphics ecosystem focusing on type-safe and type-level API. This is part of a blog article series describing the process of redesign the API to update it to how I see things today, trying to fix several flaws of the previous design, and bring more simplicity to developers.
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A graphics library to render WASM in React?
The WebGL API might be what you are looking for if you are building a game. It supports textures, vertex buffers, and shaders. luminance-rs has a backend: https://github.com/phaazon/luminance-rs/tree/master/examples/web
- Neophyte trying to choose and learn rendering framework
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rx v0.5 released - a modern and minimalist pixel editor written in Rust
There is no GUI framework used -- it is built on GLFW and Luminance. This is after using winit and wgpu for some time.
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List of Modern Up-To-Date Graphics Crates
This list is really cool! I've had a lot of success with luminance - which is a mid-level graphics library (vertex buffers, shaders, etc). It has OpenGL and WebGL backends.
What are some alternatives?
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.
bevy - A refreshingly simple data-driven game engine built in Rust
SDL - Simple Directmedia Layer
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
winit - Window handling library in pure Rust
rusterizer - Bare-bones software renderer written in Rust
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
rust-graphics-crates