thetawave-legacy
A space shooter game made with Amethyst and Rust. (by thetawavegame)
vulkano
Safe and rich Rust wrapper around the Vulkan API (by vulkano-rs)
thetawave-legacy | vulkano | |
---|---|---|
5 | 22 | |
193 | 4,303 | |
1.0% | 0.7% | |
0.0 | 9.5 | |
almost 3 years ago | 7 days ago | |
Rust | Rust | |
GNU General Public License v3.0 only | Apache 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.
thetawave-legacy
Posts with mentions or reviews of thetawave-legacy.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-07-21.
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My game, Thetawave, made with Rust, is now playable in the browser on itch.io!
That's in the pipeline. Check out https://github.com/thetawavegame/thetawave-legacy for a preview of some of the things that are coming.
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Theta Wave v0.1.5 "Formations" Update
Similarly, the InvasionFormation phase takes in an InvasionFormationPool parameter and spawns a vector of Spawnables with positions from that pool at random. Below is an example of an InvasionFormationPool called Level1Easy defined in spawner.ron.
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Theta Wave v0.1.4 "Foundations" Update
I tried installing via cargo install --git https://github.com/amethyst/theta-wave which panics at runtime due to missing configuration files. Is there any reason why you don't bake the .ron files into the binary using the include_bytes! macro and replace Config::load with Config::load_bytes? Is it so the end-user can change the configuration without having to recompile?
vulkano
Posts with mentions or reviews of vulkano.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-17.
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Hey Rustaceans! Got a question? Ask here (16/2023)!
There is also [Vulkano](https://github.com/vulkano-rs/vulkano). It has a safe high level api and lower level layers, all the way down to [ash](https://github.com/ash-rs/ash) which is more or less raw vulkan. It's more explicit and verbose than [wgpu](https://github.com/gfx-rs/wgpu) though, so maybe try wgpu first and see how you like it.
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How to learn writing a Wayland compositor?
Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
- I made JSON.parse() 2x faster
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Is C++ still the language when entering 3D programming in 2023?
Something like vulkano in Rust or zig-gamedev in zig might be a much more enjoyable approach: They're similarly bare metal languages but have a lot of advantages over C++ (borrow checker's safety, simpler syntax). However, they're not commonly used by big studios.
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Vulkano vs Ash?
Huh? What makes you think that? The commit history looks pretty active.
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Point cloud rendering draw calls
I use rust with the vulkano library.
- Vulkano – Safe and rich rust wrapper around the Vulkan API
- Vulkano - Safe and rich rust wrapper around the vulkan api
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Silverblue loads nouveau instead of installed nvidia
rpm-ostree install https://download1.rpmfusion.org/free/fedora/rpmfusion-free-release-$(rpm -E %fedora).noarch.rpm https://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm -E %fedora).noarch.rpm sudo rpm-ostree uninstall akmod-nvidia sudo rpm-ostree install akmod-nvidia-470xx rpm-ostree kargs --append=rd.driver.blacklist=nouveau --append=modprobe.blacklist=nouveau --append=nvidia-drm.modeset=1 sudo systemctl reboot sudo rpm-ostree install nvidia-settings-470xx xorg-x11-drv-nvidia-470xx-power sudo rpm-ostree uninstall xorg-x11-drv-nvidia-cuda sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-cuda sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-devel sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-cuda-devel sudo rpm-ostree install cuda-samples sudo rpm-ostree install vulkan-tools vkmark mesa-vulkan-devel sudo rpm-ostree install libshaderc-devel sudo rpm-ostree install clang clang-tools-extra libstdc++-devel sudo rpm-ostree install glib2-devel glib-devel avahi-gobject-devel sudo rpm-ostree install cairo-devel pango-devel gdk-pixbuf2-devel sudo rpm-ostree install graphene-devel gtk4-devel cairo-gobject-devel sudo systemctl reboot modinfo /usr/lib/modules/$(uname -r)/kernel/drivers/video/nvidia.ko | grep ^version find /usr/lib/modules -name nvidia.ko -exec modinfo {} \; sudo lspci -v | grep -A 20 VGA git clone https://github.com/Rust-GPU/Rust-CUDA.git git clone https://github.com/vulkano-rs/vulkano.git git clone https://github.com/Relm4/relm4.git glxgears glxinfo glxgears glxinfo vkcube vkcubepp ./teapot ./triangle ./occlusion-query ./interactive_fractal
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A 2D Pixel Physics Simulator with Cellular Automata written in Rust
I use the awesome Vulkano for rendering and computation, and Rapier for simple physics. Contour is used for the initial shapes, but rapier forms the physics colliders from it. Hecs is used as well. And you might recognize Egui as gui :). I gotta say, I'm starting to be pretty happy with the rust ecosystem overall.