nebari
glow
nebari | glow | |
---|---|---|
11 | 9 | |
259 | 1,069 | |
1.9% | - | |
4.6 | 6.9 | |
7 months ago | 24 days ago | |
Rust | Rust | |
Apache License 2.0 | 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.
nebari
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Some key-value storage engines in Rust
Or, you could also look at Nebari, which underlies BonsaiDB https://github.com/khonsulabs/nebari/
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Are there a demand for management system of embedded storage like RocksDB? I plan to build one in Rust as the language becoming a core of many popular databases but wonder if there’s a demand. Can’t find any similar project even in other languages.
There is Nebari which is the KV part of BonsaiDB I've used both successfully (and that is currently in production)
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redb 0.4.0: 2x faster commits with 1PC+C instead of 2PC
This looks like it could have been inspired by BonsaiDB's recent problems. I think the authors are now trying to achieve something similar to your project with a new storage layer called Sediment (which will become a part of Nebari if successful).
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File read performance comparison
I ran my benchmark suite on my 2017 i7 MacBook Pro (Filevault enabled), and I was able to perform a random "get" operation out of a 1 million record dataset in an average of 18us (microseconds).
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Announcing BonsaiDb v0.2.0: Custom Primary Keys, LZ4 Compression
I haven't spent much time documenting the low-level structures outside of the code itself.
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Announcing BonsaiDb v0.1.0: A Rust NoSQL database that grows with you
Nebari, the underlying storage layer, also has its own coverage report.
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Benchmarking relational data in BonsaiDb, a Rust-native NoSQL database
Quite well, but Sled doesn't support the same feature set. I've benchmarked our low-level storage layer against Sled in its own repostiory: Nebari Benchmark README. There are two links two criterion reports on that page.
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Are there any big projects written in Rust without any use of unsafe code?
I maintain several large codebases that have #![forbid(unsafe)] annotations, which prevent unsafe code from being written in those codebases directly. BonsaiDb clocks in at just shy of 30k LOC, and depends on Nebari which is another 12k LOC. Those two crates make up the bulk of a networked database implementation.
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What is the best key-value store for Rust 2021
I have, and there's a set of microbenchmarks in the repository. There are two links to reports on that page -- one that's executed on GitHub Actions, which can have quite widely varying performance, and one that's executed on a "dedicated" VPS instance from Scaleway -- exact specs are on that page. I've kicked off another run on that VPS, since it hasn't been run since October. It takes a while to run, so if it still says October, try hitting refresh a little later.
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What's everyone working on this week (40/2021)?
I replaced Sled in BonsaiDb with a new storage layer I wrote: Nebari. I just wrote a post this morning recalling my struggles over the last month to feel comfortable sharing this project outside of a smaller group of people.
glow
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rust game for web, gltf question
You can absolutely do WebGL. glow is a good place if you want to do the webgl stuff yourself. With wgpu you can as well, though it is mostly targeted to the upcoming WebGPU standard. I have seen many crates that are capable of gltf loading, but I haven't used any yet. Hence I can't reall recommend one. But gltf capability does not really have anything to do with rust. As long as you can read a file and translate it to your engines scene/entity structure, I don't see why it shouldn't be possible to load gltf files.
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Recreating macOS’s Drift screensaver with Rust and Wasm
Most of it is written in Rust and compiles to Wasm with WebGL/OpenGL bindings via glow. The settings panel is written in Elm and the whole project is compiled with Nix. There’s also a very basic native desktop app. I haven’t seen many examples of a complete setup like this, so hopefully this can serve as a template for anyone trying out a similar stack.
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How to use OpenGL in Rust?
If you want to target desktop, mobile and/or web: https://github.com/grovesNL/glow
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Are there any big projects written in Rust without any use of unsafe code?
A/B Street, which comprises a UI library, lots of data import pipelines, and traffic simulation. 100k LoC, the only unafe is to make system calls through glow
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[Media] Spinning triangle using Nalgebra and Glow OpenGL bindings. Followed WebGL Programming Guide and Glow example.
https://github.com/grovesNL/glow/blob/main/examples/howto/src/main.rs :)
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opengl bindings
https://github.com/grovesNL/glow is used by wgpu for its OpenGL ES / WebGL backend
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Shaders and Uniforms in pure SDL2?
By the way, nowadays many projects use glow instead of glutin because of.. I think it's because glow works on wasm, in the web (as webgl).
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Graphics Libraries?
But what glow actually does is highlighted on lines 66 to 123. This section is filled with gl.some_function() calls, which is the same on every platform.
What are some alternatives?
forbidden - An auth system/library for Rust applications
glium - Safe OpenGL wrapper for the Rust language.
sled - the champagne of beta embedded databases
wgpu - Cross-platform, safe, pure-rust graphics api.
redb - An embedded key-value database in pure Rust
alacritty - A cross-platform, OpenGL terminal emulator.
engula - Engula is a distributed key-value store, used as a cache, database, and storage engine.
glium-sdl2 - An SDL2 backend for Glium
PickleDB - PickleDB-rs is a lightweight and simple key-value store. It is a Rust version for Python's PickleDB
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
bonsaidb - A developer-friendly document database that grows with you, written in Rust
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.