webgpu-headers
game-engine-3d
webgpu-headers | game-engine-3d | |
---|---|---|
4 | 3 | |
325 | 4 | |
2.5% | - | |
7.2 | 6.5 | |
7 days ago | 9 months ago | |
C | HTML | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 only |
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webgpu-headers
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New Vulkan Documentation Website
There's standardized C API which is both implemented by Dawn and wgpu.rs:
https://github.com/webgpu-native/webgpu-headers/blob/main/we...
...and this standardized API would also enable other independent native implementations.
There's even thought put into the API being extensible via 'struct chaining', this is how the native implementations also accept SPIRV shader bytecode instead of just WGSL shader source code.
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I want to talk about WebGPU
The API definition exists:
https://github.com/webgpu-native/webgpu-headers/blob/main/we...
The next missing piece is a standard window system glue API for WASI though.
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The current state of GPU API's and why I wish V-EZ hadn't died.
At first it was for only web, but browsers implement it using compiled code (C++/Rust) and you can use the implementation directly. Wgpu is for Firefox, Dawn is for Chrome. There is a C header for them: https://github.com/webgpu-native/webgpu-headers/blob/main/webgpu.h.
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Learn Wgpu
> Wgpu actually has C bindings to allow you to write C/C++ code with it, as well as use other languages that interface with C. That being said, wgpu is written in Rust, and it has some convenient Rust bindings that don't have to jump through any hoops. On top of that, I've been enjoying writing in Rust.
Why the bloat when this exist? https://github.com/webgpu-native/webgpu-headers
game-engine-3d
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New Vulkan Documentation Website
https://github.com/Planimeter/game-engine-3d/blob/main/src/g...
Try reading the above implementation. It’s a Hello, Triangle with SDL. Should compile out of the box on Windows.
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GPU Video acceleration in the Windows Subsystem for Linux now available
I haven't looked at DirectX 12's documentation, but I really should. Khronos Group's Vulkan Samples are broken out of the box, crash on a fresh build, and the Hello Triangle API sample crashed when you minimize it.
It took me over 700 lines of C for a minimal replica.[1]
I'm not a fan of Vulkan not having a built-in compiler for shaders compared to OpenGL. I'm sure there's a superior technical reason for it, but I don't care because it's ruined my development experience, and reintroducing the behavior requires a sizable increase in CMake dependency overhead.
https://github.com/Planimeter/game-engine-3d/blob/main/src/g...
What are some alternatives?
wgpu-native - Native WebGPU implementation based on wgpu-core
raylib - A simple and easy-to-use library to enjoy videogames programming
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
learnopengl-examples - Examples from learnopengl.com, implemented using Sokol libraries.
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
ggez - Rust library to create a Good Game Easily
misc - Clippings
Vulkan-Docs - The Vulkan API Specification and related tools
wgpu - Cross-platform, safe, pure-rust graphics api.
WSL - Issues found on WSL