rend3 VS femtovg

Compare rend3 vs femtovg and see what are their differences.

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rend3 femtovg
14 7
1,019 25
2.7% -
8.2 0.0
30 days ago over 2 years ago
Rust Rust
Apache License 2.0 -
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.

rend3

Posts with mentions or reviews of rend3. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-07.
  • Meta Releases Intermediate Graphics Library
    12 projects | news.ycombinator.com | 7 Jul 2023
    The WGPU people are still working through lock conflicts in that area. The idea with Vulkan land is that you should be able to load content while rendering is in progress. For that to be useful, all the layers above Vulkan also have to have their locking problems hammered out. Most open source game engines don't do that yet. Unreal Engine and Unity do, which is why you pay for them for your AAA title.

    [1] https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/exa...

    [2] https://github.com/BVE-Reborn/rend3/blob/trunk/examples/scen...

    [3] https://video.hardlimit.com/w/sFPkECUxRUSxbKXRkCmjJK

  • Is bevy the best option for a Rust based game engine (long term)?
    4 projects | /r/rust_gamedev | 31 May 2023
    The big problem I have with bevy here is that they seem to be very much against bevy being reusable across the ecosystem. Every feature has to be bevyfied into an ECS thing. There's no way one can use bevy_input for input handling outside of bevy, or bevy_audio for audio, or bevy_render to get a 3d renderer like https://rend3.rs/. The Rust ecosystem would've been so much better off if bevy wasn't creating a walled garden and draining insane amounts of effort just for itself, but say instead used rend3 for its rendering, so that other efforts in rust gamedev didn't have to reimplement everything from scratch.
  • NANOVOID Devlog #1: Lua Scripting
    4 projects | /r/rust_gamedev | 26 May 2023
    We have our own engine. There aren't really full engines available in the Rust ecosystem. Bevy attempts to fill this, but it's far from being feature complete. There's also https://fyrox.rs/, but that's also work in progress. There's also https://rend3.rs/ which is just a 3d renderer, so you'll need to build the rest of the engine yourself.
  • Really frustrated. [Warning: Bit of a negative rant]
    6 projects | /r/rust_gamedev | 26 Apr 2023
  • We're still not game, but there has been progress. A progress report.
    7 projects | /r/rust_gamedev | 17 Mar 2023
    That's been fixed. It was one of those things where a complicated workaround for Rust's ownership rules, one that required maintaining internal consistency between multiple tables, was inconsistent.
  • We're not really game yet.
    11 projects | /r/rust_gamedev | 24 Feb 2023
    Rend3 crashes The library's internal memory allocator for GPU objects is losing objects and panicking. This seems to be a race condition that comes up once you get past displaying static scenes and start having moving objects. Rend3 has one overworked main developer. If you're qualified to work on GPU-level stuff, which I am not, that project could use help.
  • Ambient: The Multiplayer Game Engine
    7 projects | news.ycombinator.com | 22 Feb 2023
  • Learn WGPU updated to 0.15!
    3 projects | /r/rust_gamedev | 16 Feb 2023
  • Which graphics crate do you use?
    1 project | /r/rust_gamedev | 22 Nov 2022
    I personally use Rend3, ability to use WGPU to make my own render effects, but I still get to build my own engine around it, although I'm waiting for the vertex-pulling branch to be merged before I really get going
  • Is there an easy wrapper for wgpu?
    8 projects | /r/rust | 30 May 2022

femtovg

Posts with mentions or reviews of femtovg. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-09-27.
  • Bevy vector graphics library?
    3 projects | /r/bevy | 27 Sep 2022
    The problem with femtovg currently is, that it's based on OpenGL. There is a fork for wgpu already, but it's not up to date with master and I'm not sure how difficult merging will be.
  • Is there an easy wrapper for wgpu?
    8 projects | /r/rust | 30 May 2022
  • Iced: A cross-platform GUI library for Rust, inspired by Elm
    19 projects | news.ycombinator.com | 27 Aug 2021
    You guys should also check out the femtovg project, a 2D rendering API that sixty fps relies on.

    https://github.com/femtovg/femtovg

    It's a decent starting point for trying to build your own toolkit.

    I have recently added a wgpu backend but for now it lives in my fork https://github.com/adamnemecek/femtovg

    run the demo with `cargo run --example wgpu_demo --release`.

    Also join the femtovg discord https://discord.gg/V69VdVu

  • Good GUI toolkit/library recommendations needed
    7 projects | /r/rust | 18 Jul 2021
    It's not a GUI framework but I'm involved with this project called femtovg, it's a Rust nanovg port. I've recently added a wgpu backend. Run the demo with cargo run --example wgpu_demo --release. Some people have been using it for their own UIs, e.g. tuix. I think that you should consider rolling your own GUI toolkit, it's not that bad and you'll appreciate the control.
  • Electron vs. Qt for a new open-source file organization project
    6 projects | news.ycombinator.com | 12 Jun 2021
    I have been recently rolling my own Rust GUI framework using this rendering crate I’m invovled with https://github.com/femtovg/femtovg and I’m pretty happy with it.

    I recently added a wgpu backend https://github.com/adamnemecek/femtovg.

    Combine that with the Flutter layout (check out the Druid implementation), and you have a GUI framework.

  • Is Pathfinder (the graphics library) still being developed?
    4 projects | /r/rust | 5 Jun 2021
    I added a wgpu backend not too long ago, it’s in my fork for now femtovg.
  • SixtyFPS v0.0.6 (GUI Toolkit in Rust): Now with IDE Support
    4 projects | news.ycombinator.com | 27 Apr 2021
    SixtyFPS is a project started by Simon Hausmann and Olivier Goffart who previously worked on Qt at Trolltech.

    SixtyFPS is the first project with a company behind it which uses femtovg, a Rust nanovg port. https://github.com/femtovg/femtovg.

    Recently, we've added an experimental wgpu backend which is for now in my fork of the project https://github.com/adamnemecek/femtovg

What are some alternatives?

When comparing rend3 and femtovg you can also consider the following projects:

wgpu-text - 📜A simple 2D text renderer for wgpu📜 > is a wrapper over glyph-brush for easier text rendering in wgpu > inspired by similar to wgpu_glyph

Slint - Slint is a toolkit to efficiently develop fluid graphical user interfaces for any display: embedded devices and desktop applications. We support multiple programming languages, such as Rust, C++ or JavaScript. [Moved to: https://github.com/slint-ui/slint]

wgpu - Cross-platform, safe, pure-rust graphics api.

pathfinder - A fast, practical GPU rasterizer for fonts and vector graphics

bevy_retro - Plugin pack for making 2D games with Bevy

webrender - A GPU-based renderer for the web

wgpu-practice

accesskit - UI accessibility infrastructure across platforms and programming languages

Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs

iced - Blazing fast and correct x86/x64 disassembler, assembler, decoder, encoder for Rust, .NET, Java, Python, Lua

three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)

femtovg - Antialiased 2D vector drawing library written in Rust