wgpu-native
libsoundio
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wgpu-native | libsoundio | |
---|---|---|
13 | 15 | |
718 | 1,843 | |
5.7% | - | |
8.3 | 1.2 | |
12 days ago | 12 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:
https://github.com/gfx-rs/wgpu-native
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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
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)
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Learn Wgpu
WGPU is the underlying implementation for WebGPU in Firefox and it has C bindings: https://github.com/gfx-rs/wgpu-native.git.
libsoundio
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Audio Engineer Looking to Change Careers
Audio DSP is definitely the deep end of the pool. I believe the Zig programming language owes its creation to Andrew Kelley (the creator) trying to write stuff for an audio workbench going "damn, this is really hard to do with C, why does C suck so much" and just creating a language that's like C but without the bad parts to do it himself. I'm not joking, this is literally the origin of Zig as I've heard it from a podcast, and here is Andrew's old audio lib for proof: https://github.com/andrewrk/libsoundio
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How can I record and cut a sound in c++
http://libsound.io is a great cross platform library for reading and writing to sound cards. i have used it successfully on macos and i’m sure it supports linux and possibly windows too. you will probably also need lib audio for reading and writing to files.
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Learn Enough C to Survive
Hmm... after some research it seems that I've misunderstood Zig's situation a bit. Zig has introduced null-terminated string types a couple of years ago, but still encourages you to do most string operations with slices instead. Let me explain:
Zig's string literals (which you create with parenthesis like "Hello world!") are null-terminated byte arrays, expressed as the type const [N:0]u8 (where the :0 tells you that it's null-terminated), whereas the more typical array might be written as const [N]u8. The reason for this feature is not because the language wants you to use null-terminated strings, but because these static strings need to be stored in the global data section of the ELF executable, and these require you to use null-termination. But if you want to do any mutable operation with this string, you need to convert this into a proper slice (ptr + size). And it seems like Zig developers don't really use null-terminated types that much at the API level, but use it for things like C interop or cases where you really need it for special optimizations.
Noting that from the PR that introduced this feature, Andrew Kelley writes:
> I think you will find that the Zig community in general (and especially myself) agrees with you on this [null-terminated strings being fragile], and APIs in general should prefer slices to null terminated pointers. Even if you are using Zig to create a C library, and even in actual C libraries, I would recommend pointer and length arguments rather than null terminated pointers, like this: https://github.com/andrewrk/libsoundio/blob/1.1.0/soundio/so...
> That being said, I want to repeat what I said earlier about null terminated pointers: A null terminated array is not inherently an evil C concept that is intruding in the Zig language. It's a general data storage technique that is valid for some memory constrained use cases. I also stumbled on a Real Actual Use Case inside LLVM. The bottom line for me is that null terminated pointers exist in the real world, and especially in systems programming. You can see this in interfaces with the operating system in the standard library...
So he acknowledges null-terminated strings can certainly be useful in certain situations outside of legacy reasons, which is good to know. And Zig creating a special type for this shows that a good systems language needs to be designed to accommodate the needs of the outside world.
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Ask HN: Cross platform method for accessing system audio output?
Perhaps you could use either http://libsound.io/ or SDL2 game library + SDLAudioIn (http://burningsmell.org/sdl_audioin/) which provides low-level APIs to access operating-system sound systems like Alsa, PulseAudio, PipeWire, and CoreAudio (not sure how well it is supported by SDL2).
Comparison: https://github.com/andrewrk/libsoundio/wiki/libsoundio-vs-SD...
- Libsoundio – cross-platform audio input and output
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Is programming truly for me?
Fun fact: Andrew Kelley, the creator of the Zig programming language, kind of created it so he could work on audio processing.
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libsoundio: why does one sine play without cuts, but adding another or more produces periodic-like clicks?
Based on: https://github.com/andrewrk/libsoundio/blob/master/example/sio_sine.c
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Library for detecting if a user is speaking into the microphone
Does this fit your needs? https://github.com/andrewrk/libsoundio
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Jam live with your friends with Svelte!
I listened to the Co-recursive podcast the other day that featured Andrew Kelley, the creator of the Zig programming language. Before Zig he developed Libsoundio - https://github.com/andrewrk/Libsoundio, to solve problems around realtime audio.
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Mach Engine: The future of graphics (with Zig)
Audio will probably come later, but libsoundio will be the first thing in terms of groundwork. Integrating that in the same way we've integrated GLFW, so you can just cross compile and get cross-platform audio to boot.
What are some alternatives?
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction
miniaudio - Audio playback and capture library written in C, in a single source file.
webgpu-headers
portaudio - PortAudio is a cross-platform, open-source C language library for real-time audio input and output.
learn-wgpu - Guide for using gfx-rs's wgpu library.
soloud - Free, easy, portable audio engine for games
wgpu - Cross-platform, safe, pure-rust graphics api.
cubeb - Cross platform audio library
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
ZLib - A massively spiffy yet delicately unobtrusive compression library.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
libvips - A fast image processing library with low memory needs.