wgpu-hello-world
exploring wgpu for Rust (by whoisryosuke)
baryon
Fast prototyping 3D engine (by kvark)
wgpu-hello-world | baryon | |
---|---|---|
2 | 3 | |
18 | 87 | |
- | - | |
0.0 | 0.0 | |
10 months ago | about 2 years ago | |
Rust | Rust | |
- | MIT License |
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.
wgpu-hello-world
Posts with mentions or reviews of wgpu-hello-world.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-11-18.
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Render Pipelines in wgpu and Rust
TLDR?: Here’s the final code.
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Primitive Geometry in wgpu and Rust
⚠️ This tutorial assumes you’ve followed and completed the “Learn wgpu” tutorial. You could also use my repo here as a starting point - but it will require Rust and Trunk setup in your local dev environment. You can also checkout the final code here for reference.
baryon
Posts with mentions or reviews of baryon.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-11-18.
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Render Pipelines in wgpu and Rust
Before I set off on the journey of refactoring, I looked for other wgpu projects to see how they structured their app architecture. I found 2 great examples that I primarily referenced - both with “b” names funnily enough: baryon and bevy.
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Primitive Geometry in wgpu and Rust
Before I dove too deep into the process, I was curious how other libraries handled their primitive geometry in Rust. I looked into Bevy and Baryon, the former being a well established (and huge) game engine and the latter being a smaller, easier to digest library.
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Is WGSL a good choice?
P.S. I'm fully using WGSL in vange-rs and baryon
What are some alternatives?
When comparing wgpu-hello-world and baryon you can also consider the following projects:
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
vscode-wgsl - VsCode Syntax highlight for WGSL files
learn-wgpu - Guide for using gfx-rs's wgpu library.
gpgpu-rs - Simple experimental async GPGPU framework for Rust
naga - Universal shader translation in Rust
vange-rs - Rusty Vangers clone
wgsl.vim - WGSL syntax highlight for vim
wgpu - Cross-platform, safe, pure-rust graphics api.