makepad
rust-gpu
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makepad | rust-gpu | |
---|---|---|
24 | 82 | |
4,676 | 6,930 | |
2.5% | 1.9% | |
9.9 | 8.2 | |
6 days ago | 7 days ago | |
Rust | Rust | |
MIT License | 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.
makepad
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WASM: Big Deal or Little Deal?
It is what Makepad is working on in an interesting way using Wasm and Rust. They have created a Figma-like DSL and a good code separation with the logic behind it. You can edit UI's of in-production apps, and they are bundling an editor for that. Accessibility is an issue, and the project are looking to offer proper support there. In their video linked on the README they run the conference slides on Makepad with live apps embedded and running at 120 fps.
https://github.com/makepad/makepad
https://news.ycombinator.com/item?id=36567681
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Snappy UIs with WebAssembly and Web Workers
> if anyone tells you they need to use WebAssembly to make the UI snappy I'd advise you interrogate that assertion thoroughly.
Get prepared to be blown away by Makepad [0]. I have no affiliation with them, but just watched their most recent conference presentation [1]. The slides were made with Makepad itself and included, embedded, a full-blown IDE, a synthesizer app, a Mandelbrod to zoom in endlessly, and more. All running at 120fps. The presentation is for the most part live-coding with this setup.
What they want to do is bring coders and designers closer together, and while some code is in Rust they developed a DSL for the GUI parts that is close to how Figma works. These GUI's can run anywhere.
And I couldn't help thinking "Why would people have complicated stacks to create Web 2.0 apps for the Google Web, when they have this?", in other words an opportunity to break out of the browser straitjacket.
[0] https://github.com/makepad/makepad
[1] https://www.youtube.com/watch?v=rC4FCS-oMpg
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Makepad- Synthesizer Written in Rust
For those who havenāt seen it, Makepad is also an in-browser code editor with an open-source UI toolkit. Looks like this synth is one of the examples of the UI toolkit.
https://makepad.dev/
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50 Shades of Rust, or emerging Rust GUIs in a WASM world
And I'm obsessed with what happens when you press Alt in their editor. I never knew I wanted this, but boy, do I want it.
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
I tried this, using https://makepad.dev our GPU accelerated UI and renderstack. And unfortunately it wasn't a great experience. Text popping forward for whatever reason is not really an improvement (i tried indent depth, syntax highlighting reasons, cursor behavior). Maybe 'veeeeery' subtly could do something, but otherwise you dont want it to break visual symmetry as we are used to
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Is the regex crate a bottleneck in your program? If so, can you share the details?
Wow, so they did: https://github.com/makepad/makepad/pull/142
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Ask HN: I just want to have fun programming again
It says on the front page Mac and Web only
https://github.com/makepad/makepad#prerequisites
(windows and linux are coming )
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Rust Web Framework Comparison
We can! Itās a lot of work because you donāt have the whole JS ecosystem to fall back on, but to some thatās a feature not a bug.
My favorite example of this is https://makepad.dev
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Lapce release v0.0.12 open source code editor
And a feature highlight of Code Lens. The idea is borrowed from https://github.com/makepad/makepad
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Why Not Rust?
When it comes to compile times, the most optimized Rust codebase I know for optimized for this is makepad.dev [1].
It is compiling from scratch on mac m1 in around 7.5s [2] and that's +100k lines of Rust. However there is close to none dependencies, so this +100k is all there is to compile pretty much.
[1] https://makepad.dev/
[2] https://twitter.com/rikarends/status/1467529091284934666
rust-gpu
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Vcc ā 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?
ProseMirror - The ProseMirror WYSIWYM editor
llama.cpp - LLM inference in C/C++
Flutter - Flutter makes it easy and fast to build beautiful apps for mobile and beyond
wgpu - Cross-platform, safe, pure-rust graphics api.
gallery - Flutter Gallery was a resource to help developers evaluate and use Flutter
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
react-canvas - High performance <canvas> rendering for React components
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
xi-editor - A modern editor with a backend written in Rust.
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.
enso - Hybrid visual and textual functional programming.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework