wgpu-hello-world VS baryon

Compare wgpu-hello-world vs baryon and see what are their differences.

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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.

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.
  • Render Pipelines in wgpu and Rust
    5 projects | dev.to | 18 Nov 2022
    TLDR?: Here’s the final code.
  • Primitive Geometry in wgpu and Rust
    6 projects | dev.to | 14 Oct 2022
    ⚠️ 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.
  • Render Pipelines in wgpu and Rust
    5 projects | dev.to | 18 Nov 2022
    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.
  • Primitive Geometry in wgpu and Rust
    6 projects | dev.to | 14 Oct 2022
    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.
  • Is WGSL a good choice?
    9 projects | /r/rust_gamedev | 25 Sep 2021
    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.