ministark
gfx
ministark | gfx | |
---|---|---|
1 | 11 | |
344 | 5,350 | |
- | 0.0% | |
7.7 | 0.0 | |
8 months ago | over 1 year 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.
ministark
gfx
- How to learn writing a Wayland compositor?
-
Rendering broken by rust 1.67 field ordering
For users of old school crate _gfx_ v0.18 I have PRs that will fix this issue without any additional changes (https://github.com/gfx-rs/gfx/pull/3791) though I suppose there aren't too many such users nowadays...
-
Why is it that I need to invert the projection matrix in Vulkan and how should that be handled when supporting multiple render backends?
The gfx-backend-* READMEs each have a graphic explanation that is very useful. As others have said, the best way to handle this is with a flipped viewport, but I've never seen a satisfactory explanation as to why this doesn't mess with front/back faces and culling.
- Language for game engine
-
WGPU vs Vulkan?
From https://github.com/gfx-rs/gfx
-
Graphics Libraries?
https://github.com/gfx-rs/gfx#hardware-abstraction-layer
-
Wgpu: Copies into 3D images are not supported
Searching through the source code for wgpu and its dependencies, the error is coming from the gfx-rs DirectX 11 backend. I am guessing this is because of a limitation of DirectX 11. The easiest thing to do would probably be to try switching to the DirectX 12 or Vulkan backends.
-
I built a simple C8 emulator/debugger/disassembler (Rust)
Looks like they are using https://github.com/ggez/ggez which in turn uses https://github.com/gfx-rs/gfx for low-level drawing to the screen
-
OpenGL in Rust
There is also gfx-rs, which should be easier to use than opengl.
-
Ask HN: How to self-learn graphics programming?
https://crates.io/crates/tiny-skia
You can put things together pretty easily with these libs. And they also let you skip the gpu boilerplate (I should note that tiny-skia works only in the CPU).
Lastly, you have shader programming (OpenGL, Vulkan, etc.). If you're writing "production code" you'll have to do some setting up of the GPU, and the actual graphics code will be in a separate shader language. Shader languages are similar to C but with restrictions that allow for a high level of parallism, making it extremely fast. If you want to get started with this I'd recommend playing around on a site like shadertoy[1] where you can start writing shaders right away. I haven't done much of this myself but as far as Rust goes I've seen a lot of references to the gfx crate:
https://crates.io/crates/gfx
I hope this helps
[1] https://www.shadertoy.com/
What are some alternatives?
Emu - The write-once-run-anywhere GPGPU library for Rust
glium - Safe OpenGL wrapper for the Rust language.
plonk - Pure Rust implementation of the PLONK ZKProof System done by the Dusk team
wgpu - A cross-platform, safe, pure-Rust graphics API.
twenty-first - Collection of mathematics routines and cryptography for the twenty-first century
glutin - A low-level library for OpenGL context creation
Rio - A hardware-accelerated GPU terminal emulator focusing to run in desktops and browsers.
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
ZeroSync - A STARK proof to sync a Bitcoin full node in an instant.
wgpu-rs - Rust bindings to wgpu native library
cryptopals-cryptography-cracks - Rust implementation of cracks of cryptopals challenges
printpdf - An easy-to-use library for writing PDF in Rust