luminance-rs
rust-gpu
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luminance-rs | rust-gpu | |
---|---|---|
7 | 82 | |
1,086 | 6,952 | |
- | 2.2% | |
0.0 | 7.7 | |
about 1 year ago | 11 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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.
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.
rust-gpu
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Vcc – The Vulkan Clang Compiler
Sounds cool, but this requires yet another language to learn[0]. As someone who only has limited knowledge in this space, could someone tell me how comparable is the compute functionality of rust-gpu[1], where I can just write rust?
[0] https://github.com/Hugobros3/shady#language-syntax
[1] https://github.com/EmbarkStudios/rust-gpu
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Candle: Torch Replacement in Rust
I don't do anything related to data science, but I feel like doing it in Rust would be nice.
You get operator overloading, so you can have ergonomic matrix operations that are typed also. Processing data on the CPU is fast, and crates like https://github.com/EmbarkStudios/rust-gpu make it very ergonomic to leverage the GPU.
I like this library for creating typed coordinate spaces for graphics programming (https://github.com/servo/euclid), I imagine something similar could be done to create refined types for matrices so you don't do matrix multiplication matrices of invalid sizes
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What's the coolest Rust project you've seen that made you go, 'Wow, I didn't know Rust could do that!'?
Do you mean rust-gpu?
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How a Nerdsnipe Led to a Fast Implementation of Game of Life
And https://github.com/EmbarkStudios/rust-gpu/tree/main/examples with the wgpu runner (here it runs the compute shader)
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What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
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[rust-gpu] How do I run/build my own shaders locally?
The examples in the rust-gpu repository are a good place to start
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Posh: Type-Safe Graphics Programming in Rust
There's another project that's similar that's being used by an actual game company: https://github.com/EmbarkStudios/rust-gpu
They see specific advantages here that would outweigh that negative. It's not my space (I play games, but know next to nothing about graphics programming), but there's at least one argument in the other direction.
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Introducing posh: Type-Safe Graphics Programming in Rust
Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?
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Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
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With what languages are video games like League of Legends (most likely) programmed?
Also Embark Studios (formers DICE people) is doing a lot of work with Rust, all open source like Rust GPU https://github.com/EmbarkStudios/rust-gpu
What are some alternatives?
learn-wgpu - Guide for using gfx-rs's wgpu library.
llama.cpp - LLM inference in C/C++
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)
wgpu - Cross-platform, safe, pure-rust graphics api.
bevy - A refreshingly simple data-driven game engine built in Rust
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
rusterizer - Bare-bones software renderer written in Rust
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework