magnum-examples
ash
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magnum-examples | ash | |
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1 | 13 | |
264 | 1,695 | |
- | 3.2% | |
6.8 | 8.5 | |
about 2 months ago | 2 days ago | |
C++ | Rust | |
The Unlicense | 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.
magnum-examples
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Best Vulkan wrapper / low-level graphics library?
While the Vulkan wrapper layer isn't that well documented or advertised yet (to Magnum standards at least), there's a Vulkan Triangle example making use of the basic bits to get you an idea how it might feel like. Apart from that:
ash
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Going beyond build.rs: introducing cargo-px
If you want to automate the creation of certain code that will be nested under the src directory, and committed into source control, there are a variety of ways to do that. One option is to create a sub-crate in your project that does the code-gen and you can run it as needed. The ash project is an example of this.
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Hey Rustaceans! Got a question? Ask here (16/2023)!
There is also [Vulkano](https://github.com/vulkano-rs/vulkano). It has a safe high level api and lower level layers, all the way down to [ash](https://github.com/ash-rs/ash) which is more or less raw vulkan. It's more explicit and verbose than [wgpu](https://github.com/gfx-rs/wgpu) though, so maybe try wgpu first and see how you like it.
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A new picture of my ray tracing voxel engine (Vulkan/RTX/Rust)
Yes. I use Ash bindings for Vulkan and raw GLSL for shaders. I tried to use spirv-std for shaders—it was really great to have the benefits of Rust (structs, enums, strict type assertions, etc.)—until I needed to use buffer references. Unfortunaly, it is not yet implemented.
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go-vk - A new Go language binding for Vulkan
This is great, of all the vulkan go bindings I have been waiting for one that uses vk.xml to generate the bindings, because it's the only viable way to keep the bindings up-to-date. (fyi the popular [ash-rs](https://github.com/ash-rs/ash) is created the same-way).
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undefined symbol: wlEglCreateSurfaceExport
Hi, I am having an issue on pop-os wayland where when I run a vulkan application I get an error symbol lookup error: /lib/x86_64-linux-gnu/libnvidia-vulkan-producer.so: undefined symbol: wlEglCreateSurfaceExport I have tested this with https://github.com/ash-rs/ash running the triangle example.
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State of GPGPU in 2022
Nice and simple. Its quite portable too. But simplicity and ease of use come with some limitations. Ash is much more complex but can extract every bit of power from your card if needed. Wgpu-rs github comes with many examples and you can find a really nice tutorial here
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I made a video with every single debug render on a pathtracer I'm programming in Rust
low level vulkan bindings
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How to render text with rust?
Glium and ash provide low level access to different common graphics api's. I'm sure there's a good directx-11/12 bindings as well but I'm unfamiliar with what people use.
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https://np.reddit.com/r/rust/comments/pgruh2/most_efficient_way_to_write_and_read_large/hbfavpa/
fn read_uncompressed_buffer( reader: &mut R, length: usize, // estimated via a seek or other mechanism file_is_little_endian: bool, ) -> Result> { let bytes = length * std::mem::size_of::(); // it is undefined behavior to call read_exact on un-initialized, https://doc.rust-lang.org/std/io/trait.Read.html#tymethod.read // see also https://github.com/MaikKlein/ash/issues/354#issue-781730580 let mut buffer = vec![0u64, length]; unsafe { // transmute u64 to bytes. let slice = std::slice::from_raw_parts_mut( buffer.as_mut_ptr() as *mut u8, length * std::mem::size_of::(), ); reader.read_exact(slice)?; } if is_native_little_endian() != file_is_little_endian { swap(&mut buffer, file_is_little_endian) } }
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Most efficient way to write and read large amounts of u64s?
// it is undefined behavior to call read_exact on un-initialized, https://doc.rust-lang.org/std/io/trait.Read.html#tymethod.read // see also https://github.com/MaikKlein/ash/issues/354#issue-781730580 let mut buffer = vec![0u64, length]; unsafe { // transmute u64 to bytes. let slice = std::slice::from_raw_parts_mut( buffer.as_mut_ptr() as *mut u8, length * std::mem::size_of::(), ); reader.read_exact(slice)?; } if is_native_little_endian() != file_is_little_endian { swap(&mut buffer, file_is_little_endian) }
What are some alternatives?
tangram-es - 2D and 3D map renderer using OpenGL ES
learn-wgpu - Guide for using gfx-rs's wgpu library.
OpenGL-3D-Game-Tutorial-Series - C++ OpenGL 3D Game Tutorial Series - Learn to code a Cross-Platform OpenGL 3D Game in C++ from scratch
wgpu-rs - Rust bindings to wgpu native library
corrade - C++11 multiplatform utility library
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.
beatmup - Beatmup: image and signal processing library
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
Animation-Magic - A cool visualization of all the math that powers 3D character animations.
vulkanalia - Vulkan bindings for Rust.