steel
rust-gpu
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steel | rust-gpu | |
---|---|---|
9 | 82 | |
848 | 6,952 | |
- | 2.2% | |
9.0 | 7.7 | |
7 days ago | 10 days ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
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.
steel
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Helix: Release 24.03 Highlights
I absolutely don't mind the plugin system being a Scheme. It's a plugin for a text editor, and Steel(https://github.com/mattwparas/steel) seems to be a lot less of a maintenance burden than WASM plugins(besides that I find the WASM tooling to be extremely complex).
But besides all that, Helix learned be that I don't need fancy plugins or endless finicking with config files and toolchains. Using a combination of other tools, like yazi and lazygit, helps me not only inside my editor but outside of it as well. And Kakoune does this even better. In that regard it has been a real eye-opener and refreshing. The downside is, it's hard to go back to other editors!
- Steel – An embeddable and extensible Scheme dialect
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Steel – An embedded scheme interpreter in Rust
Basically the differences are in the concepts you'll use to write code. Lisps themselves are very different from each other, but just like the languages you're used to, lisps have standard libraries that can be called, and those building blocks can be used to build applications or whatever else. In this case specifically, Steel provides the facility to call Rust functions within a Steel program: https://github.com/mattwparas/steel.
So, although I haven't used Steel, it looks like the advantage you'd get from using it is the opportunity to take advantage of features it provides like transducers and contracts, which are feature common to other Lisps as well.
So, just like choosing any other language, it boils down to a series of tradeoffs.
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What’s everyone working on this week (19/2023)?
I've been adding my language steel as the plugin language for helix. There is a lot of discussion around what the plugin system will look like for helix and I figured I'd give it a shot since steel was designed originally for embedding. So far its working pretty well, it turns helix into emacs (without the nearly 50 years of development, so not quite as good). I'm reasonably confident the changes won't be accepted upstream (my language is a scheme but I am the only developer at the moment), but even if not it is a really fun experiment. Hoping that it can be used as a basis for whatever plugin system they eventually land on. An example of what configuration would look like:
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What’s everyone working on this week (7/2023)?
Working on automatic doc generation for steel. I've been procrastinating building this out for a while - some of the easy cases are really easy, while the hard cases are definitely not easy.
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What's everyone working on this week (6/2023)?
I'm working on steel, an embedded scheme like programming language. I have lofty goals of eventually adding a JIT and making it viable as a standalone language, but for now its just about as fast as python, and makes for fairly pleasant embedded scripting. Recently added modules and dylibs, and am working on getting documentation into a better place so that adding more libraries becomes easier. I've written a functioning slack bot in it, which is pretty fun, eventually want to make a discord bot as well out of it just to stress test it a bit
- Guile Steel: a proposal for a systems Lisp
rust-gpu
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Vcc – The Vulkan Clang Compiler
Sounds cool, but this requires yet another language to learn[0]. As someone who only has limited knowledge in this space, could someone tell me how comparable is the compute functionality of rust-gpu[1], where I can just write rust?
[0] https://github.com/Hugobros3/shady#language-syntax
[1] https://github.com/EmbarkStudios/rust-gpu
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Candle: Torch Replacement in Rust
I don't do anything related to data science, but I feel like doing it in Rust would be nice.
You get operator overloading, so you can have ergonomic matrix operations that are typed also. Processing data on the CPU is fast, and crates like https://github.com/EmbarkStudios/rust-gpu make it very ergonomic to leverage the GPU.
I like this library for creating typed coordinate spaces for graphics programming (https://github.com/servo/euclid), I imagine something similar could be done to create refined types for matrices so you don't do matrix multiplication matrices of invalid sizes
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What's the coolest Rust project you've seen that made you go, 'Wow, I didn't know Rust could do that!'?
Do you mean rust-gpu?
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How a Nerdsnipe Led to a Fast Implementation of Game of Life
And https://github.com/EmbarkStudios/rust-gpu/tree/main/examples with the wgpu runner (here it runs the compute shader)
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What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
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[rust-gpu] How do I run/build my own shaders locally?
The examples in the rust-gpu repository are a good place to start
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Posh: Type-Safe Graphics Programming in Rust
There's another project that's similar that's being used by an actual game company: https://github.com/EmbarkStudios/rust-gpu
They see specific advantages here that would outweigh that negative. It's not my space (I play games, but know next to nothing about graphics programming), but there's at least one argument in the other direction.
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Introducing posh: Type-Safe Graphics Programming in Rust
Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?
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Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
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With what languages are video games like League of Legends (most likely) programmed?
Also Embark Studios (formers DICE people) is doing a lot of work with Rust, all open source like Rust GPU https://github.com/EmbarkStudios/rust-gpu
What are some alternatives?
freya - Native GUI library for 🦀 Rust powered by 🧬 Dioxus and 🎨 Skia.
llama.cpp - LLM inference in C/C++
schemetran
wgpu - Cross-platform, safe, pure-rust graphics api.
astro-float - Arbitrary precision floating point numbers library
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
tesseract-wasm - JS/WebAssembly build of the Tesseract OCR engine for use in browsers and Node
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
websurfx - :rocket: An open source alternative to searx which provides a modern-looking :sparkles:, lightning-fast :zap:, privacy respecting :disguised_face:, secure :lock: meta search engine
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
rust-s3-async-ffi - Asynchronous streaming of AWS S3 objects in C and C++ powered by rust-s3
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework