wgpu-rs
bevy_prototype_lyon
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wgpu-rs | bevy_prototype_lyon | |
---|---|---|
16 | 6 | |
1,699 | 565 | |
- | - | |
9.0 | 4.4 | |
almost 3 years ago | 25 days ago | |
Rust | Rust | |
Mozilla Public License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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-rs
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Using WGPU + crates directly or Bevy?
You could start with one of examples from wgpu and tinker with it to see if that's your thing. Ie. copy hello-triangle and add more triangles / make them move, etc.
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gfx-rs ecosystem releases v0.8
wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
- Rust shader translator is 2.5x faster
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GPU compute shader for SHA256 using Rust!
rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
- GPU programming .. SYCL
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Bevy 0.5
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
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Bevy 0.5: data oriented game engine built in Rust
We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
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Help a newbie (in this language) to find directions :)
It's the same thing, the Rust implementation is just called[wgpu](https://wgpu.rs/)
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Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!
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Newbie questions on design patterns in Rust
Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.
bevy_prototype_lyon
- Canvas API for Bevy?
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Rendering 2D objects over-top 3D
I am writing a 3D game, and I would like to have a radial (or "pie") menu render over-top the user's current view of the game world. Bevy UI seems exclusive to rectilinear elements, so I have been writing my own using the bevy_prototype_lyon library to draw the annular sector element, and then using bevy UI text nodes to write the text.
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How do I draw shapes?
You should also check out bevy-prototype-lyon. Very nice to work with
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Guitar tab viewer in Rust and Bevy, working on desktop and WASM.
It works rather smooth considering that I didn't put much time into it yet, mostly using bevy_prototype_lyon for the rendering, did create some helping logic to make the entity creating and updating easier to manage (any update to the shapes after creation need to replace it with a new one, so can be quite tedious), also some super basic layouting for grids and docking views.
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A simple 2D pinball game made with Rust, Bevy and Rapier
I use bevy_prototype_lyon to create shapes https://github.com/Nilirad/bevy_prototype_lyon
- Bevy 0.5: data oriented game engine built in Rust
What are some alternatives?
ash - Vulkan bindings for Rust
bevy-website - The source files for the official Bevy website
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
roguelike-bevy-crossterm - Following Herbert Wolverson's Roguelike Tutorial - In Rust (https://bfnightly.bracketproductions.com/rustbook/), using bevy and crossterm.
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
rapier - 2D and 3D physics engines focused on performance.
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
bevy_text_mesh - A bevy 3D text mesh generator for displaying text
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
gpuweb - Where the GPU for the Web work happens!
bevy_kira_audio - A Bevy plugin to use Kira for game audio