trust-dns
rust-gpu
trust-dns | rust-gpu | |
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14 | 82 | |
3,254 | 6,972 | |
- | 1.1% | |
7.1 | 7.7 | |
7 months ago | 5 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | 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.
trust-dns
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Hickory DNS
If you don't know what is Trust-DNS / Hickory DNS, this seems to be the repo: https://github.com/bluejekyll/trust-dns
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You might want async in your project
IO is not a part of the async runtime contract (I don't know if this is good or bad), and Tokio & futures famously have different `Async{Read,Write}` traits. I once had to do this [0] to adapt between them.
This means that any crate that uses IO will be bound to a limited number of Runtimes. Everything being Tokio-only is pretty bad (though Tokio itself is great), but here we are...
[0] https://github.com/bluejekyll/trust-dns/pull/1373#issuecomme...
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Extract cert.pem and privkey.pem from acme.json
I need a cert.pem and privkey.pem for https://github.com/bluejekyll/trust-dns but even using the extractor to get a cert.pem and privkey.pem from the acme.json file it seems invalid.
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What would you rewrite in Rust?
You might be interested in Trust DNS - "A Rust based DNS client, server, and Resolver, built to be safe and secure from the ground up."
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Announcing `async-dns`
It looks like you need to reach for a separate crate for that: https://github.com/bluejekyll/trust-dns/blob/7dcb7b983f5407d95d93b800af13caeee975aaa8/crates/async-std-resolver/src/lib.rs
- Trust-Dns - A rust based dns client, server, and resolver
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What I learned from making a DNS client in Rust
You might be interested in new alternative to dig called dns https://github.com/bluejekyll/trust-dns/blob/main/util/src/dns.rs . I found out about it from https://twitter.com/benj_fry/status/1513269287229657091
- Show HN: A Trust-DNS based dig alternative
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Docker: Binary compiled with Musl works but not the one compiled with glibc
I've found the Trust-DNS Resolver crate and it does the job! Now the binary seems to not use any dynamic library to look up the ip of a host.
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?
parity-bitcoin - The Parity Bitcoin client
llama.cpp - LLM inference in C/C++
woodpecker - Drill is an HTTP load testing application written in Rust
wgpu - Cross-platform, safe, pure-rust graphics api.
citybound - A work-in-progress, open-source, multi-player city simulation game.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
Parallel
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
rsedis - Redis re-implemented in Rust.
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.
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework