wgpu-native
VulkanSceneGraph
Our great sponsors
wgpu-native | VulkanSceneGraph | |
---|---|---|
13 | 7 | |
696 | 1,144 | |
7.3% | - | |
8.3 | 9.8 | |
11 days ago | 6 days ago | |
Rust | C++ | |
Apache License 2.0 | MIT License |
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-native
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Capturing the WebGPU Ecosystem
The Mach engine project has prebuilt Dawn libraries and also a simplified build-from-source process using the Zig build system, see:
https://machengine.org/pkg/mach-gpu-dawn/
It's also possible to use wgpu-native in C/C++ projects as prebuilt library, see:
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I started drafting a tuto to learn WebGPU for native C++
It is based on the wgpu-native implementation (Firefox backend) but I plan on adding a receipe for using it with Dawn (Chrome backend) as well.
- How is Vulkan supposed to supersede OpenGL in practice?
- Vulkan update: version 1.2 conformance for Raspberry Pi 4
- New open source Common Lisp 3D graphics project -- call for participation
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Go bindings for WebGPU
go-webgpu provides binding for wgpu-native (a safe and portable GPU abstraction in Rust, implementing WebGPU API).
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The current state of GPU API's and why I wish V-EZ hadn't died.
Rust, C++
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WebGL 2.0 is Now Supported in All Major Browsers
Relevant.
When you look at graphics APIs in Rust practically everything is pointing towards, and telling you to use, wgpu, which abstracts over Vulkan, Metal, DX11/12, GLES and WebGPU and is based on, drumroll, WebGPU. Hardly surprising as it's the backend firefox is going to use. And yes it has a C API, too.
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Mach Engine: The future of graphics (with Zig)
Probably the easiest option would be to target wgpu-native prebuilt binaries but these don't have iOS/Android (unsure if wgpu-native supports iOS/Android at all)
VulkanSceneGraph
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Vulkan all the way: Transitioning to a modern low-level graphics API in academia
I have not used this, but heard good things about Vulkan Scene Graph. https://github.com/vsg-dev/VulkanSceneGraph Like Open Scene Graph, it's more than just a scene graph. It provides math and geometry among other abstractions for computer graphics.
- The current state of GPU API's and why I wish V-EZ hadn't died.
- Examples of good Vulkan code organization and abstractions?
What are some alternatives?
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction
webgpu-headers
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
ultimatepp - U++ is a C++ cross-platform rapid application development framework focused on programmer's productivity. It includes a set of libraries (GUI, SQL, Network etc.), and integrated development environment (TheIDE).
vulkan-guide - Introductory guide to vulkan.
learn-wgpu - Guide for using gfx-rs's wgpu library.
wgpu - Cross-platform, safe, pure-rust graphics api.
Lumos - Cross-Platform C++ 2D/3D game engine