mach VS wonnx

Compare mach vs wonnx and see what are their differences.

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mach wonnx
36 18
2,787 1,493
2.5% 4.6%
9.7 6.3
12 days ago about 1 month ago
Zig Rust
GNU General Public License v3.0 or later GNU General Public License v3.0 or later
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.

mach

Posts with mentions or reviews of mach. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-18.
  • Zig Software Foundation 2024 Financial Report and Fundraiser
    4 projects | news.ycombinator.com | 18 Jan 2024
    Myself and many others are betting on Zig in major ways, I truly think it has a bright future ahead.

    In spare time, myself and a few others are working on a game engine in Zig[0], and the Zig core team has been very receptive to addressing issues our project faces and supporting us.

    Others are working on pixel art editors[1], open source 2D RPG games[2], there's a group of independent folks working on a 3D massive immersive sim game[3], a group working on making Zig an amazing language for micro-controllers[4], etc.

    Please consider donating $5-10 a month to the ZSF! They are a great group of people, and it has so many knock-on effects for others in the FOSS community. :)

    [0] https://machengine.org/

    [1] https://github.com/foxnne/pixi

    [2] https://github.com/foxnne/aftersun

    [3] https://github.com/Srekel/tides-of-revival

    [4] https://github.com/ZigEmbeddedGroup

  • DevDocs
    19 projects | news.ycombinator.com | 12 Jan 2024
    I don't know if there's anything better than a zip. For our website[0] which includes a bunch of docs for our game engine, Zig packages, etc. we just offer a link "offline version of this site" in the footer which is an ~80MB zip file.

    I think the challenge with zip files is.. do you want all the images? do you want all versions of the docs, or just a specific version of the docs? It's hard to tailor the zip to the user's desire. But zip still seems to be the best.

    [0] https://machengine.org/

  • Not only Unity...
    53 projects | /r/opensourcegames | 11 Nov 2023
  • Mach - Zig game engine & graphics toolkit
    1 project | /r/Zig | 12 Sep 2023
  • New Béziers from Math
    5 projects | news.ycombinator.com | 10 Sep 2023
    Cool to see others working on this problem. I hope more people do.

    Funnily I've seen a lot of programmers and math folks who express how truly, genuinely beautiful Beziers and the math behind them are. But I've never met an artist or graphic designer who didn't express some deep frustration at Bezier controls and how hard they are to work with.

    There are even games[0] which make a mockery out of how hard Bezier controls are to use, where the game is purely using the controls.

    Controls are just one side of the problem, in my view; the other side is that cubics are terrible for GPUs, they don't understand them - and I believe many of the best 2D graphics libraries today are not even fully GPU accelerated, e.g. Skia. There are folks working on compute shader-based approaches, where we try to shoe-horn this CPU-focused algorithm into GPUs and pray - but it still isn't really suitable.

    The controls suck for artists, and the math sucks for GPUs. This is only true of cubics, if you restrict yourself to quadratics (although that brings other challenges), both the control issue goes away (you can just click+drag the curve!) and the performance issue goes away (quadratics are triangles, GPUs love them)

    That's the summary of the talk[1] I gave at SYCL'22. In that talk, I didn't have time to present the downsides of quadratics (which are real) - so if you watch it please keep that in mind - but my overall point I think is a solid one: the controls suck, and GPUs can't handle them.

    The only reason we stick with cubics in its current form is because of SVG, compatibility with existing tooling, etc. But isn't it crazy? We have new bitmap image formats all the time, and so few vector graphics formats.

    In Mach engine[2] we're continuing to explore this space, end-to-end, from author tooling -> format -> rendering. I'm not claiming we have a perfect solution, we don't, but we're at least thinking about this problem. Kudos to the authors of this article for thinking about this space as well.

    [0] https://bezier.method.ac/

    [1] https://www.youtube.com/watch?v=QTybQ-5MlrE

    [2] https://machengine.org

  • 0.11.0 Release Notes
    12 projects | news.ycombinator.com | 3 Aug 2023
    A game engine https://machengine.org is being written in zig, there's also https://microzig.tech as zig is well suited to embedded development.
  • Significant examples of Zig software (June 2023)?
    7 projects | /r/Zig | 6 Jun 2023
    https://github.com/hexops/mach (shameless plug)
  • Learn WebGPU
    9 projects | news.ycombinator.com | 27 Apr 2023
    Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.

    WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.

    [1] https://github.com/hexops/mach-examples

    [2] https://github.com/hexops/mach#supported-zig-version

  • Zig for gamedev?
    7 projects | /r/Zig | 15 Apr 2023
    We're building Mach which aims to be competitive with Unity/Unreal/Godot in spriti, but super modular / let you pick and choose which parts to use or build yourself.
  • Mach (Zig) Adventures - Part 1
    2 projects | /r/Zig | 12 Apr 2023
    git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d

wonnx

Posts with mentions or reviews of wonnx. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-14.
  • Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
    13 projects | news.ycombinator.com | 14 Dec 2023
    The two I know of are IREE and Kompute[1]. I'm not sure how much momentum the latter has, I don't see it referenced much. There's also a growing body of work that uses Vulkan indirectly through WebGPU. This is currently lagging in performance due to lack of subgroups and cooperative matrix mult, but I see that gap closing. There I think wonnx[2] has the most momentum, but I am aware of other efforts.

    [1]: https://kompute.cc/

    [2]: https://github.com/webonnx/wonnx

  • VkFFT: Vulkan/CUDA/Hip/OpenCL/Level Zero/Metal Fast Fourier Transform Library
    7 projects | news.ycombinator.com | 2 Aug 2023
    To a first approximation, Kompute[1] is that. It doesn't seem to be catching on, I'm seeing more buzz around WebGPU solutions, including wonnx[2] and more hand-rolled approaches, and IREE[3], the latter of which has a Vulkan back-end.

    [1]: https://kompute.cc/

    [2]: https://github.com/webonnx/wonnx

    [3]: https://github.com/openxla/iree

  • Onnx Runtime: “Cross-Platform Accelerated Machine Learning”
    5 projects | news.ycombinator.com | 25 Jul 2023
    There's also a third-party WebGPU implementation: https://github.com/webonnx/wonnx
  • Are there any ML crates that would compile to WASM?
    3 projects | /r/rust | 3 Jul 2023
    By experimental I meant e.g. using WGPU to run compute shaders like wonnx, which is working fine but only on a very restricted set of devices and browsers.
  • WebGPU ONNX inference runtime written in Rust
    1 project | news.ycombinator.com | 23 May 2023
  • PyTorch Primitives in WebGPU for the Browser
    12 projects | news.ycombinator.com | 19 May 2023
    https://news.ycombinator.com/item?id=35696031 ... TIL about wonnx: https://github.com/webonnx/wonnx#in-the-browser-using-webgpu...

    microsoft/onnxruntime: https://github.com/microsoft/onnxruntime

    Apache/arrow has language-portable Tensors for cpp: https://arrow.apache.org/docs/cpp/api/tensor.html and rust: https://docs.rs/arrow/latest/arrow/tensor/struct.Tensor.html and Python: https://arrow.apache.org/docs/python/api/tables.html#tensors https://arrow.apache.org/docs/python/generated/pyarrow.Tenso...

    Fwiw it looks like the llama.cpp Tensor is from ggml, for which there are CUDA and OpenCL implementations (but not yet ROCm, or a WebGPU shim for use with emscripten transpilation to WASM): https://github.com/ggerganov/llama.cpp/blob/master/ggml.h

    Are the recommendable ways to cast e.g. arrow Tensors to pytorch/tensorflow?

    FWIU, Rust has a better compilation to WASM; and that's probably faster than already-compiled-to-JS/ES TensorFlow + WebGPU.

    What's a fair benchmark?

  • rustformers/llm: Run inference for Large Language Models on CPU, with Rust 🦀🚀🦙
    4 projects | /r/rust | 10 May 2023
    wonnx has done some fantastic work in this regard, so that's where we plan to start once we get there. In terms of general discussion of alternate backends, see this issue.
  • I want to talk about WebGPU
    15 projects | news.ycombinator.com | 3 May 2023
    > GPU in other ways, such as training ML models and then using them via an inference engine all powered by your local GPU?

    Have a look at wonnix https://github.com/webonnx/wonnx

    A WebGPU-accelerated ONNX inference run-time written 100% in Rust, ready for native and the web

  • Chrome Ships WebGPU
    17 projects | news.ycombinator.com | 6 Apr 2023
    Looking forward to your WebGPU ML runtime! Also, why not contribute back to WONNX? (https://github.com/webonnx/wonnx)
  • OpenXLA Is Available Now
    5 projects | news.ycombinator.com | 9 Mar 2023
    You can indeed perform inference using WebGPU (see e.g. [1] for GPU-accelerated inference of ONNX models on WebGPU; I am one of the authors).

    The point made above is that WebGPU can only be used for GPU's and not really for other types of 'neural accelerators' (like e.g. the ANE on Apple devices).

    [1] https://github.com/webonnx/wonnx

What are some alternatives?

When comparing mach and wonnx you can also consider the following projects:

SDL.zig - A shallow wrapper around SDL that provides object API and error handling

stablehlo - Backward compatible ML compute opset inspired by HLO/MHLO

zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.

onnx - Open standard for machine learning interoperability

quickjs-emscripten - Safely execute untrusted Javascript in your Javascript, and execute synchronous code that uses async functions

tract - Tiny, no-nonsense, self-contained, Tensorflow and ONNX inference

zigstr - Zigstr is a UTF-8 string type for Zig programs.

iree - A retargetable MLIR-based machine learning compiler and runtime toolkit.

arocc - A C compiler written in Zig.

burn - Burn is a new comprehensive dynamic Deep Learning Framework built using Rust with extreme flexibility, compute efficiency and portability as its primary goals.

mach-glfw-vulkan-example - mach-glfw Vulkan example

blaze - A Rustified OpenCL Experience