shades
Rust EDSL for shading languages (by hadronized)
shades | numerical_sim | |
---|---|---|
1 | 4 | |
80 | 7 | |
- | - | |
10.0 | 9.4 | |
almost 2 years ago | 5 days ago | |
Rust | C++ | |
GNU General Public License v3.0 or later | - |
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.
shades
Posts with mentions or reviews of shades.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-04.
-
Introducing posh: Type-Safe Graphics Programming in Rust
However, if we accept these disadvantages, there is obviously a lot to be gained from a proc macro. I highly recommend checking out Shades, which is more powerful than posh with respect to the types of shaders that can be written (e.g., it supports mutable variables and loops).
numerical_sim
Posts with mentions or reviews of numerical_sim.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-04.
-
Introducing posh: Type-Safe Graphics Programming in Rust
https://github.com/20k/numerical_sim/blob/lr-tests/bssn.cpp is how I use it. Very little of this is actually single source yet, this is used to create #defines that are passed into fairly bare bones OpenCL kernels that handle control flow, eg here https://github.com/20k/numerical_sim/blob/lr-tests/cl.cl#L548
- Two black holes colliding, made by me!
- New C++ features in GCC 12
-
Irrational numbers
Over here: https://github.com/20k/numerical_sim, but please bear in mind that the code is absolute garbage because I built this entirely from scratch. 99% of the effort has gone into understanding the BSSN equations, and 1% of effort has gone into code structure and design. Its all GPU accelerated though
What are some alternatives?
When comparing shades and numerical_sim you can also consider the following projects:
geodesic_raytracing
luminance-rs - Type-safe, type-level and stateless Rust graphics framework
core - Boost Core Utilities