rust-gpu
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rust-gpu | bonsaidb | |
---|---|---|
82 | 25 | |
6,915 | 976 | |
1.7% | 1.2% | |
8.2 | 7.9 | |
7 days ago | about 1 month 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.
rust-gpu
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Vcc – 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?
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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
bonsaidb
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Two Years of BonsaiDb: A retrospective and looking to the future
I do have ideas in the issue tracker on some of the next steps towards an actual migration system.
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Some key-value storage engines in Rust
What about https://github.com/khonsulabs/bonsaidb? Progress seems stall since last summer but very cool project
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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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Is `inlining` a function essentially the same thing as writing a macro?
In BonsaiDb, I define entire test suites as macros. This crate has a common trait that has multiple implementations in different crates. Each implementation needs to be tested thoroughly. For cargo test to be able to work in each crate independently, I needed to have the #[test]-annotated functions in the crate being built. By using a macro, I can define the functions in one location and invoke the macro in each crate to import the test suite into that crate.
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bonsai-bt: A Behavior Tree library in Rust for creating complex AI logic https://github.com/Sollimann/bonsai
hey, just letting you know that there already is a project called bonsai-db and some people might confuse bonsai-bt as part of that project
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What's everyone working on this week (12/2022)?
I'm finishing up a large refactor of BonsaiDb which will add support for using BonsaiDb in non-async code.
- BonsaiDB: Document database that grows with you, written in Rust
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What's everyone working on this week (10/2022)?
I'm working on a major refactoring of BonsaiDb, aiming to improve the design of several interrelated features. While it started by aiming to enable a non-async interface for BonsaiDb, I realized mid-refactor that another major refactor would be better to do simultaneously rather than separately. Thank goodness that refactoring in Rust is such a wonderful experience!
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Announcing BonsaiDb v0.1.0: A Rust NoSQL database that grows with you
It depends on what you mean by "support graphs". If you mean support the abillity to build a GraphQL interface in front of it, yes that is already possible in a limited fashion, although there are no first-class relationship types yet.
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What's everyone working on this week (5/2022)?
I'm trying to release the first alpha of BonsaiDb. I'm wrapping up replacing OPAQUE with Argon2, in an effort to make upgrading less likely to cause issues in the future (given that OPAQUE is still a draft protocol). I still love OPAQUE and will bring it back in the future.
What are some alternatives?
llama.cpp - LLM inference in C/C++
sled - the champagne of beta embedded databases
wgpu - Cross-platform, safe, pure-rust graphics api.
tokei - Count your code, quickly.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
cosmicverge - A systematic, sandbox MMO still in the concept phase. Will be built with Rust atop BonsaiDb and Gooey
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
fullstack-rust - Reference implementation of a full-stack Rust application
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.
cpp-from-the-sky-down
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
cherrybomb - Stop half-done APIs! Cherrybomb is a CLI tool that helps you avoid undefined user behaviour by auditing your API specifications, validating them and running API security tests.