tinygl
learn-wgpu


tinygl | learn-wgpu | |
---|---|---|
1 | 77 | |
400 | 1,580 | |
- | 2.2% | |
0.0 | 7.0 | |
over 1 year ago | 8 days ago | |
C | Rust | |
GNU General Public License v3.0 or later | MIT License |
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tinygl
learn-wgpu
- Learn Wgpu
-
Vulkan Tutorial
https://sotrh.github.io/learn-wgpu/
Wgpu is a Rust-based library that takes a similiar general API shape as Vulkan but is simplified. When I first tried to learn Vulkan I found the complication to be overwhelming (primarily because there are no defaults for ANYTHING) but once I learned wgpu it was substantially less so. It is still quite complicated though.
Wgpu is aiming to be almost as powerful as Vulkan, but it's not there yet because the features that are needed to do the modern techniques that make Vulkan really good (as compared to opengl) either aren't there yet or are so bug-ridden as to not be usable in practice yet.
It has some ability to run in a web browser, probably with JS, too, but I'm unfamiliar with the details there.
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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.
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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.
What are some alternatives?
app_timer - Friendly, lightweight, hardware-agnostic timer abstraction layer in C. Use a single timer/counter source to drive many timed events.
ash - Vulkan bindings for Rust
CursedGL - 3D graphics library for the terminal
SDL - Simple Directmedia Layer
PortableGL - An implementation of OpenGL 3.x-ish in clean C
glium - Safe OpenGL wrapper for the Rust language.
wic - WebSockets in C for Embedded Applications
fltk-rs - Rust bindings for the FLTK GUI library.
tinygl - TinyGL : a Small, Free and Fast Subset of OpenGL*
winit - Window handling library in pure Rust
cgltf - :diamond_shape_with_a_dot_inside: Single-file glTF 2.0 loader and writer written in C99
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)

