wgpu-mc
spirv_cross
wgpu-mc | spirv_cross | |
---|---|---|
2 | 2 | |
441 | 87 | |
1.1% | - | |
7.8 | 0.0 | |
about 1 month ago | 9 months ago | |
Rust | Rust | |
Mozilla Public License 2.0 | Apache License 2.0 |
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wgpu-mc
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I mean if we're going by the rules...
... soo just in case someone wanted to actually see this its incomplete but https://github.com/wgpu-mc/wgpu-mc
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Issues with shaders
Yep, sodium is 1.14+ and optifine didn't become useless until ~1.13+ when mojang ruined the codebase. Optifine is best on <=1.8 though. There's another mod alternative renderer that might replace both sodium/optifine on all versions soon but it's in very early alpha stage and probably will be for a few more years https://github.com/wgpu-mc/wgpu-mc
spirv_cross
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Request for porters, think about the end user a little more :C
These are included in the extended examples from the repo.
What are some alternatives?
INOX - Rust Game engine integrated in Blender [WebGPU ready]
opencv-rust - Rust bindings for OpenCV 3 & 4
rgx - Modern mid-level 2D graphics library
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
LearningWGPU - I will try to learn the basics of WGPU and Rust.
spirq-rs - Light weight SPIR-V reflection library
nbody-wasm-sim - An N-body WebAssembly simulation using Web GPU
luminance-rs - Type-safe, type-level and stateless Rust graphics framework
nuance - A tool to run your shaders on the gpu. Also a good demo application for wgpu-rs.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
bdk-jni - JNI bindings for bdk
SPIRVSmith - A differential testing tool targeting SPIRV based on structured fuzzing techniques