rusty-shooter
[suspended] 3d shooter written in Rust using rg3d (by mrDIMAS)
wgpu-rs
Rust bindings to wgpu native library (by gfx-rs)
Our great sponsors
rusty-shooter | wgpu-rs | |
---|---|---|
2 | 16 | |
279 | 1,699 | |
- | - | |
0.0 | 9.0 | |
over 1 year ago | almost 3 years ago | |
Rust | Rust | |
MIT License | Mozilla Public 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.
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.
rusty-shooter
Posts with mentions or reviews of rusty-shooter.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-08-21.
-
RG3D (Rust game engine) feature highlights
Thanks! I do have two pretty big games written with the engine - https://github.com/mrDIMAS/StationIapetus and https://github.com/mrDIMAS/rusty-shooter . I've started writing them because it is impossible to get right feature set, without a game that uses it.
-
Bevy 0.5
Yeah it did. Commits in the rg3d repo go back to like 2019, and they always had this as a demo for it before they started working on the third-person game.
wgpu-rs
Posts with mentions or reviews of wgpu-rs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-04-30.
-
Using WGPU + crates directly or Bevy?
You could start with one of examples from wgpu and tinker with it to see if that's your thing. Ie. copy hello-triangle and add more triangles / make them move, etc.
-
gfx-rs ecosystem releases v0.8
wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
- Rust shader translator is 2.5x faster
-
GPU compute shader for SHA256 using Rust!
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
-
Bevy 0.5
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
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 :)
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
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!
-
Newbie questions on design patterns in Rust
Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.
What are some alternatives?
When comparing rusty-shooter and wgpu-rs you can also consider the following projects:
bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine
ash - Vulkan bindings for Rust
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
StationIapetus - 3rd person shooter in the very early development phase
arewegameyet - The repository for https://arewegameyet.rs
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
Godot - Godot Engine – Multi-platform 2D and 3D game engine
gpuweb - Where the GPU for the Web work happens!