stateroom
learn-wgpu
stateroom | learn-wgpu | |
---|---|---|
4 | 75 | |
134 | 1,384 | |
1.5% | - | |
5.0 | 8.2 | |
about 20 hours ago | 6 days ago | |
Rust | Rust | |
MIT License | MIT License |
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stateroom
- Hey Rustaceans! Got a question? Ask here (12/2023)!
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Launch HN: Drifting in Space (YC W22) – A server process for every user
In the case of containers it gets tricky because of how it interacts with the scheduler (e.g. if a node is idle but has a bunch of paused containers that could be unpaused at any time, the scheduler has to decide how to proceed), but I love the concept. It's something I've thought a bit about in a world where the server can be compiled to WebAssembly, because it's imaginable to suspend it and serialize the memory state so that it can be sent off to storage somewhere and pulled out when the next request comes in. This was actually part of the motivation behind a library I wrote called Stateroom (https://github.com/drifting-in-space/stateroom), which creates a stateful WebSocket server as a WebAssembly module, but I haven't yet implemented the ability to freeze the state of the module between requests.
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Use Phoenix Channels
> "just drop it in and it just works" for self hosted websocket systems
I was also been underwhelmed by options in this area, so I've been working on a Rust library called Jamsocket[1]. The idea is that all you need to do is implement a trait, overload the functions for the events you want to handle (new connection, message, etc.) and deploy it.
I still need to work on production aspects of it, but it's in a state where you can play with it for local development, so I figured I'd share it here in case any Rust developers want to tinker with it.
[1] https://github.com/jamsocket/jamsocket
learn-wgpu
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
- Help me get started with 3D graphics in Rust
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
- Learn Wgpu
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Learning OpenGL before wgpu?
So I was wondering if opting for option 1 would be better to begin with. OpenGL has a much bigger community and wgpu only has its documentation which I hear is not quite up there yet. There is this excellent tutorial for wgpu that I read through, but it seems like wgpu can be a lot more complicated than starting with OpenGL.
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Getting started with computer graphics with Rust
I started with wgpu tutorial (https://sotrh.github.io/learn-wgpu/) since I like the idea of portability and it's a Rust-first library, but it seems I'm missing some foundations of how CG works in general: the code is given, a little of explanation like it assumes I already know something, maybe I'm wrong, but I wish there was a longer explicit version.
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Trying to learn wgpu
If you haven't seen it: https://sotrh.github.io/learn-wgpu/ is a good introduction that will explain most of what you asked, then can refer to rend3d or bevys renderer to see how a render graph works.
What are some alternatives?
spawner - Session backend orchestrator for ambitious browser-based apps. [Moved to: https://github.com/drifting-in-space/plane]
ash - Vulkan bindings for Rust
falcon - Brushing and linking for big data
glium - Safe OpenGL wrapper for the Rust language.
Sandstorm - Sandstorm is a self-hostable web productivity suite. It's implemented as a security-hardened web app package manager.
SDL - Simple Directmedia Layer
bitque - A simplified Jira clone built with seed.rs and actix
winit - Window handling library in pure Rust
wasmer - 🚀 The leading Wasm Runtime supporting WASIX, WASI and Emscripten
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
lucet - Lucet, the Sandboxing WebAssembly Compiler.
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)