shadertoy-rs
luminance-rs
shadertoy-rs | luminance-rs | |
---|---|---|
1 | 7 | |
66 | 1,086 | |
- | - | |
5.1 | 0.0 | |
6 months ago | about 1 year ago | |
Rust | Rust | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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shadertoy-rs
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Is it technically possible for emulators to apply shaders in different bgs?
Then, as you probably noticed, I also added my not-emulable-games-but-id-still-like-to-have-them-in-there-and-its-pretty. I added PS4, PS5, Switch games manually. Thankfully I don't buy enough of them these days that it becomes a problem to sync. As for launching, well, the TV is plugged to them. Still, they needed to be launchable (otherwise Launchbox is unhappy). What I did was fork shadertoy-rs (https://github.com/fmenozzi/shadertoy-rs). to add capabilities for randomized shaders and displaying a title. All these shaders are animated, look great in fullscreen and serve as a nice little distraction as you start up whatever console. shadertoy-rs also closes on any input, so it's easy to get back to the list. Need to also add automatically the author and the shader name for more flair. The current list of whitelisted shaders that I have on random are (beware, some of them might be a bit cpu intensive):
luminance-rs
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Introducing posh: Type-Safe Graphics Programming in Rust
gives me same vibes as https://github.com/phaazon/luminance-rs
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Announcing Rust 1.67.0
Potentially it is due to this layout optimization and a missing repr(C) somewhere in your code or a dependency. For example, here is an is a related issue in luminance.
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Luminance redesign; Part 1: compatible vertex types
luminance is a graphics ecosystem focusing on type-safe and type-level API. This is part of a blog article series describing the process of redesign the API to update it to how I see things today, trying to fix several flaws of the previous design, and bring more simplicity to developers.
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A graphics library to render WASM in React?
The WebGL API might be what you are looking for if you are building a game. It supports textures, vertex buffers, and shaders. luminance-rs has a backend: https://github.com/phaazon/luminance-rs/tree/master/examples/web
- Neophyte trying to choose and learn rendering framework
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rx v0.5 released - a modern and minimalist pixel editor written in Rust
There is no GUI framework used -- it is built on GLFW and Luminance. This is after using winit and wgpu for some time.
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List of Modern Up-To-Date Graphics Crates
This list is really cool! I've had a lot of success with luminance - which is a mid-level graphics library (vertex buffers, shaders, etc). It has OpenGL and WebGL backends.
What are some alternatives?
wrend - A framework-agnostic Rust/WASM + WebGL2 Rendering library, compatible with calling from both Rust and JavaScript on the web.
learn-wgpu - Guide for using gfx-rs's wgpu library.
pilka - Another live-coding tool for creating shader demos, Vulkan+Wgpu powered.
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
bevy - A refreshingly simple data-driven game engine built in Rust
rusterizer - Bare-bones software renderer written in Rust
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
rust-graphics-crates
ux-dx - The core for UX Components and UX Animate