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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.
What's everyone working on this week (40/2021)?
reddit.com/r/rust | 2021-10-04
Another aspect of writing code for GPUs are the shaders, the code that gets executed in the GPU. These can be written in CUDA C (for CUDA), OpenCL C (for OpenCL), GLSL (if using graphic/compute APIs such as OpenGL), etc. Rust can be used for this purpose too, thanks to rust-gpu, but it is a bit more complex to get started.
Unified Shader Programming in C++
news.ycombinator.com | 2021-10-03
Rust also has this, from what I understand:
Is there a crate for CPU/GPU agnostic code in Rust (like Kokkos for C++)
reddit.com/r/rust | 2021-09-29
What's the current state of GPU compute in rust?
reddit.com/r/rust | 2021-09-20
Working on autograph, for machine learning and neural networks. Unlike CUDA / HIP it's threadsafe, but doesn't expose low level things like multiple streams. Most of the shaders are glsl but I'm now using rust_gpu for pure rust gpu code.
I wanted to share my experience of Rust as a deep learning researcher
reddit.com/r/rust | 2021-09-01
For this, I'm hoping these folks will nail it soon https://github.com/EmbarkStudios/rust-gpu
Man, building a game sure takes a long time
reddit.com/r/gamedev | 2021-07-07
That's a good point. I'm interested in projects like Rust GPU for this sort of thing. Should make it easy enough to actually unit test your shaders.
32bit indexing in 64bit again - GPUs
reddit.com/r/rust | 2021-06-28
Proposing a function like std::index_32, to improve a performance problem which may or may not exist, on a class of platforms which aren't supported (and on which Rust currently barely compiles), because Rust might become popular on those platforms in the future... you could try it, but I think your proposal would have a very low chance of being accepted. The starting point is here.
Announcing neuronika 0.1.0, a deep learning framework in Rust
reddit.com/r/rust | 2021-06-15
there is the rust-gpu effort, an alternative to OpenCL https://github.com/EmbarkStudios/rust-gpu
Is cuda all written in C++ why not RUST?
reddit.com/r/CUDA | 2021-06-04
Rust-GPU: Making Rust a first-class language and ecosystem for GPU code
news.ycombinator.com | 2021-06-04
gfx-rs ecosystem releases v0.8
reddit.com/r/rust | 2021-04-30
Naga-based shader infrastructure has been growing and capturing more ground. It has reached an important point where SPIRV-Cross is not just optional on some platforms, but even not enabled by default. This is now the case for Metal and OpenGL backends. Naga path is easier to integrate, share types with, compile, and it’s much faster to run. Early benchmarks suggest about 2.5x perf improvement over SPIRV-Cross for us.reddit.com/r/rust | 2021-04-30
Rust shader translator is 2.5x faster
news.ycombinator.com | 2021-04-27
GPU compute shader for SHA256 using Rust!
reddit.com/r/rust | 2021-04-25
rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
GPU programming .. SYCL
reddit.com/r/rust | 2021-04-15
reddit.com/r/rust | 2021-04-06
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
Bevy 0.5: data oriented game engine built in Rust
news.ycombinator.com | 2021-04-06
We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
Help a newbie (in this language) to find directions :)
reddit.com/r/rust_gamedev | 2021-04-02
It's the same thing, the Rust implementation is just called[wgpu](https://wgpu.rs/)
Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
reddit.com/r/rust_gamedev | 2021-03-30
Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!reddit.com/r/rust_gamedev | 2021-03-30
What are some alternatives?
are-we-learning-yet - How ready is Rust for Machine Learning?
simple-game - A personal collection of windowing/graphics/game code to get started quickly on games and graphical applications
gpuweb - Where the GPU for the Web work happens!
crates.io - Source code for crates.io
bevy_spine - Spine runtime for bevy, prototype
wgpu - Safe and portable GPU abstraction in Rust, implementing WebGPU API.
DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
hash-shader - SHA256 Compute Shader (Kernel) Written in Rust
conan-center-index - Recipes for the ConanCenter repository
ashpd - A Rust wrapper around XDG portals DBus interfaces
ash - Vulkan bindings for Rust