makepad VS shaders

Compare makepad vs shaders and see what are their differences.

makepad

Makepad is a creative software development platform for Rust that compiles to wasm/webGL, osx/metal, windows/dx11 linux/opengl (by makepad)
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makepad shaders
24 9
4,676 472
2.5% -
9.9 1.8
7 days ago about 2 years ago
Rust C++
MIT License -
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.

makepad

Posts with mentions or reviews of makepad. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-09-05.
  • WASM: Big Deal or Little Deal?
    5 projects | news.ycombinator.com | 5 Sep 2023
    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

  • Snappy UIs with WebAssembly and Web Workers
    2 projects | news.ycombinator.com | 7 Aug 2023
    > 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

  • Makepad- Synthesizer Written in Rust
    3 projects | news.ycombinator.com | 3 Jul 2023
    For those who haven’t 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/

  • 50 Shades of Rust, or emerging Rust GUIs in a WASM world
    3 projects | /r/rust | 26 Apr 2023
    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.
  • Leveraging Rust and the GPU to render user interfaces at 120 FPS
    15 projects | news.ycombinator.com | 9 Mar 2023
    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
  • Is the regex crate a bottleneck in your program? If so, can you share the details?
    6 projects | /r/rust | 24 Feb 2023
    Wow, so they did: https://github.com/makepad/makepad/pull/142
  • Ask HN: I just want to have fun programming again
    27 projects | news.ycombinator.com | 8 Feb 2023
    It says on the front page Mac and Web only

    https://github.com/makepad/makepad#prerequisites

    (windows and linux are coming )

  • Rust Web Framework Comparison
    4 projects | news.ycombinator.com | 29 Oct 2022
    We can! It’s a lot of work because you don’t have the whole JS ecosystem to fall back on, but to some that’s a feature not a bug.

    My favorite example of this is https://makepad.dev

  • Lapce release v0.0.12 open source code editor
    6 projects | /r/rust | 24 Mar 2022
    And a feature highlight of Code Lens. The idea is borrowed from https://github.com/makepad/makepad
  • Why Not Rust?
    4 projects | news.ycombinator.com | 18 Dec 2021
    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

shaders

Posts with mentions or reviews of shaders. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-12.
  • Adding HLSL and DirectX Support to Clang and LLVM
    1 project | news.ycombinator.com | 11 Mar 2022
    It may be close to a technical impossibility, but the Circle compiler by Sean Baxter is attempting it. That's based on an aggressive "de-pointerization" (see [1] in particular for details). There's also academic work[2] to compile C++ to shaders. I agree that it's an open question how well that will work out.

    Also as pointed out elsethread, now that buffer device address is starting to land, the friction to compile pointer-intense C++ code should decrease even more. These are exciting times!

    [1]: https://github.com/seanbaxter/shaders#approaching-circle-sha...

    [2]: https://arxiv.org/abs/2109.14682

  • Writing Vulkan SPIR-V shaders in C++?
    4 projects | /r/vulkan | 12 Feb 2022
    You can use circle c++ shader https://github.com/seanbaxter/shaders but it's limited to look linux afaik?
  • Where to Learn Vulkan for parallel computation (with references to porting from CUDA)
    5 projects | /r/vulkan | 4 Jan 2022
    First we have Circle C++ shaders, which pretty much would tick all the boxes. Problem is it's closed source and only compiles host code on linux. Closed source isn't the biggest of issues actually, but prevents anyone from fixing the developers issue with interfacing with the windows ABI and getting the thing working on windows (which itself isn't something they are able to fix because windows doesn't provide the documentation to work with their ABI). However you could use it separately to compile your SPIR-V for windows since SPIR-V doesn't care about platform itself.
  • Has anyone seriously considered C++AMP? Thoughts / Experiences?
    2 projects | /r/gpgpu | 12 Nov 2021
    Yes, Vulkan GPU source is split, though technically in a way that makes it more similar to CUDA. Vulkan uses an intermediate format instead of consuming text code directly, meaning new features are easier to add and frontend code doesn't need to be passed to the vendors driver compiler. SPIR-V is like DXIL or PTX code for CUDA, basically LLVM IR for GPUs. The CUDA compiler compiles your device code into PTX code, and it's what enables you to have "non split" source code. There's even an option to have separate PTX code in CUDA. There are few projects that aim to bring Vulkan SPIR-V into source, including Rust GPU for rust (though it will still have to be in a separate file) and Circle C++ shader for C++.
  • Circle, the C++ Automation Language
    4 projects | news.ycombinator.com | 16 Oct 2021
    My favorite use is putting user-defined attributes on data members, and using reflection to generate a UI to manipulate those values. I do it with these shadertoys:

    https://github.com/seanbaxter/shaders#reflection-and-attribu...

    Just mark your declarations up with custom attributes:

  • Unified Shader Programming in C++
    1 project | /r/cpp | 3 Oct 2021
    I'm confused what is novel about this paper. We already have unified shader programming with circle C++, with way more features, and instead of having an SPIR-V compiler, they made a source to source compiler... We have quite a few of those.
    13 projects | news.ycombinator.com | 3 Oct 2021
    I think shader specialisation is handled pretty well in circle. Since you can essentially run arbitrary C++ code at compile time, selection and specialisation of a shader can even depend on hardware specific benchmarks. There is an extensive repo with examples here: https://github.com/seanbaxter/shaders. One example decodes a sprite sheet stored as a png at compile time and creates a specialised compute shader for it. You can also easily implement a control UI based on reflection of uniform shader parameters.
  • Embark Studios has rewritten all their renderer's shader code from GLSL to Rust
    1 project | /r/programming | 6 Mar 2021
    There's a project doing something similar for C++ called Circle which is pretty incredible. In its core Circle is an extension of standard C++ which adds a ton of metaprogramming facilities and other productivity enhancing features, things the base language sorely lacks like full compile-time execution of regular C++ code which lets you do anything you can normally do from runtime during compile-time (including file I/O and networking), reflection, typed enums, pattern matching, hygienic macros, list comprehensions and language-native ranges, first class paramater packs and much more.
  • Code generation using attributes
    4 projects | /r/cpp | 8 Jan 2021
    I use them to automatically generate an ImGui interface for controlling a shadertoy here: https://github.com/seanbaxter/shaders/blob/master/README.md#user-attributes-and-dear-imgui

What are some alternatives?

When comparing makepad and shaders you can also consider the following projects:

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

ProseMirror - The ProseMirror WYSIWYM editor

meta

Flutter - Flutter makes it easy and fast to build beautiful apps for mobile and beyond

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

gallery - Flutter Gallery was a resource to help developers evaluate and use Flutter

circle - The compiler is available for download. Get it!

react-canvas - High performance <canvas> rendering for React components

magnum - Lightweight and modular C++11 graphics middleware for games and data visualization

xi-editor - A modern editor with a backend written in Rust.

processing - Source code for the Processing Core and Development Environment (PDE)