magic-wormhole.rs
tinyrenderer
magic-wormhole.rs | tinyrenderer | |
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5 | 61 | |
613 | 19,389 | |
3.8% | - | |
7.1 | 0.0 | |
5 days ago | 6 months ago | |
Rust | C++ | |
European Union Public License 1.2 | GNU General Public License v3.0 or later |
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.
magic-wormhole.rs
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The Linux Kernel Prepares for Rust 1.77 Upgrade
> Downloading 3GB of dependencies is not a thing that happens in the Rust ecosystem. Reality is orders of magnitude smaller than that.
Assuming they're talking about the built size of dependencies that are left lying around after cargo builds a binary, they're really not exaggerating by much. I have no difficulty of believing that there are Rust projects that leave 3GB+ of dependency bloat on your file system after you build them.
To take the last Rust project I built, magic-wormhole.rs [1], the source code I downloaded from Github was 1.6 MB. After running `cargo build --release`, the build directory is now 618 MB and there's another 179 MB in ~/.cargo, for a total of 800 MB used.
All this to build a little command line program that sends and receives files over the network over a simple protocol (build size 14 MB). God forbid I build something actually complicated written in Rust, like a text editor.
[1] https://github.com/magic-wormhole/magic-wormhole.rs
- Efficient way of sharing files with someone without having to push
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qft: A tool to quickly transfer files over a holepunched P2P connection
This is cool but it really should be using TCP. (You can do holepunching with TCP, check out https://github.com/magic-wormhole/magic-wormhole.rs/blob/master/src/transit.rs)
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What’s everyone working on this week (8/2021)?
I'm contributing for some magic-wormhole issues, the book of rust-clippy , and exercism rust track ... Thank Almighty Allah.
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What's everyone working on this week (7/2021)?
I'm working on some issues in magic-wormhole.rs and still looking around for other projects.
tinyrenderer
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How to Become a Software Engineer ?
C++: How OpenGL works: software rendering in 500 lines of code
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From scratch OpenGL and shaders with raw Xlib
I don’t think that exists (I sure would like for it to), but until it does you could amuse yourself with:
- A 500-line (non-OpenGL-compatible) 3D rasterizer: https://github.com/ssloy/tinyrenderer/wiki.
- A “hello Wayland” app written in C without libwayland or anything else: https://gaultier.github.io/blog/wayland_from_scratch.html.
- A “hello X11” app written in x86-64 assembly(!) without libX11, libxcb, or anything else: https://gaultier.github.io/blog/x11_x64.html.
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Tiny Compiler – Writing a Compiler in a Weekend
the tinyrenderer[1] project has been on my todos forever now. glad to see the author is writing more self-paced programming projects.
[1]: https://github.com/ssloy/tinyrenderer
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
There are a couple of excellent resources out there for implementing 3D rendering from scratch.
On that I cannot recommend enough is this github repo:
https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting...
If you are more of a visual learner, this guy is also a treasure trove:
https://www.youtube.com/watch?v=ih20l3pJoeU
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Ask HN: What books or courses do you know similar to "From Nand to Tetris"?
Other people have mentioned ray-tracing in one weekend
If anyone is really interested in graphics I would also recommend TinyRenderer
https://github.com/ssloy/tinyrenderer/wiki
This one is a CPU-based rasterizing renderer
Its good if you want to get a good understanding of what a GPU does underneath
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Trying to learn wgpu
I was in a similar position to you, and I first did this https://github.com/ssloy/tinyrenderer/wiki
- Where do I start learning graphics programming?
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Recommendation for graphics experimentation project
Yes, my thoughts exactly, shader!=program on GPU. It's just a code which calculates pixel color or pixel position. See for example this: https://github.com/ssloy/tinyrenderer/blob/master/main.cpp. It's not GLSL or anything uploadable to GPU yet it's still a shader.
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I have a few months to prepare for an interview. Is there a project that would get me at least part of the way there for the interview?
In terms of a project which would be worthwhile, I think building a software rasterizer from scratch is a useful first step. TinyRenderer is a great place to start. Looking at the high level overview of many graphics subjects, ScratchAPixel is a valuable resource. Theres also just great information in some of the rote graphics programming textbooks (Michael Abrash's Black Book fully available online from Jason Gregory, and this book is really interesting). The "RayTracer in a weekend" series is also (seemingly) very illuminating (no pun intended).
What are some alternatives?
denv - Dotenv (.env) loader written in rust 🦀
sokol - minimal cross-platform standalone C headers
CalcuLaTeX - A pretty printing calculator language with support for units. Makes calculations easier and more presentable with real time LaTeX output, along with support for units, variables, and mathematical functions.
raylib - A simple and easy-to-use library to enjoy videogames programming
gbench
BodySlide-and-Outfit-Studio - BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies for Bethesda games.
qft - Quick Peer-To-Peer UDP file transfer
deko3d - Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)
math_lang - in progress pretty printing calculator language [Moved to: https://github.com/mkhan45/CalcuLaTeX]
Pangolin - Pangolin is a lightweight portable rapid development library for managing OpenGL display / interaction and abstracting video input.
syncbuf - A small library of append-only, thread-safe, lock-free data structures.
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.