wee_alloc
wgpu
wee_alloc | wgpu | |
---|---|---|
7 | 195 | |
632 | 10,995 | |
0.0% | 3.2% | |
0.0 | 9.9 | |
about 1 year ago | 5 days ago | |
Rust | Rust | |
Mozilla Public 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.
wee_alloc
-
Rust + WASM + Typescript [+ React]
As a note, you might find some references to use wee_alloc, but it has been unmaintained for some time and shouldn't be used. I'm using the default allocator with the wasm32-wasi target and it works fine, but I don't know if that works with wasm32-unknown-unknown too; if not there's lol_alloc.
-
Junior Dev here -- How are we setting up Rust, WASM, and webpack?
Note that the wasm-pack tutorial recommends using the wee_alloc crate. This crate is unmaintained and leaks memory, so it should be avoided. Remove this crate, the default allocator works just fine in WebAssembly.
-
Don't use wee_alloc in production code targeting WebAssembly.
It leaks memory: https://github.com/rustwasm/wee_alloc/issues/106
-
Need advice on a project involving Webassembly+ web_sys + webgl
Last thing that comes to mind is switching the allocator to wee_alloc. I use it most of the time for wasm projects and it doesn't make too much of a difference in binary size but that always depends on the project and usually saves at least a few kB.
-
Developing a cross-platform game for browser, Ios, and Android using rust?
For example, check out wee_alloc.
-
Rust on the front-end
wee_alloc, an allocator optimized for small code size.
-
#![no_std] with WASI is more complicated than I thought it would be
Ok. Now I need to add in a global allocator. I use wee_alloc since I know it works pretty well with WASM: Cargo.toml
wgpu
-
GPU Compute in the Browser at the Speed of Native: WebGPU Marching Cubes
Oh look it's subgroup support landing last week: https://github.com/gfx-rs/wgpu/pull/5301
- 3D and 2D: Testing out my cross-platform graphics engine
- Warp Terminal is now available for Linux
- Linux version of Warp terminal is here
-
Building the DirectX shader compiler better than Microsoft?
And wgpu has been doing this for years. Things like descriptor indexing are not exposed to the web but used by Rust (mostly) engines on native.
https://wgpu.rs/
-
New Renderers for GTK
If they used https://wgpu.rs/ they would get directx and metal for free (:
-
Show HN: WebGPU Particles Simulation
IIRC it was delayed multiple times. I think the first intent to ship from chrome was before 100 but they kept pushing it off. Firefox still does not support it. There are projects like wgpu[0] that wrap provide a higher level API and I have used some projects using it with no issues. WFIW I didn't see any issue with OP's demo either.
[0] https://github.com/gfx-rs/wgpu
- Deno 1.39: The Return of WebGPU
-
How do I become a graphics programmer? – A guide from AMD Game Engineering team
wgpu, the Rust WebGPU implementation is the bee's knees. https://wgpu.rs/ You can use it beyond the web.
-
There is anything like wgpu.rs for Zig?
There is anything like wgpu.rs for Zig? wgpu.rs is an abstraction on top of Vulkan, Metal, DirectX, etc...
What are some alternatives?
wasm-bindgen - Facilitating high-level interactions between Wasm modules and JavaScript
vulkano - Safe and rich Rust wrapper around the Vulkan API
wasi-libc - WASI libc implementation for WebAssembly
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
cargo-wasi - A lightweight Cargo subcommand to build Rust code for the `wasm32-wasi` target
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
create-wasm-app - npm init template for consuming rustwasm pkgs
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
compiler-builtins - Porting `compiler-rt` intrinsics to Rust
bevy - A refreshingly simple data-driven game engine built in Rust
wasm-pack - 📦✨ your favorite rust -> wasm workflow tool!
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.