wgpu-rs VS femtovg

Compare wgpu-rs vs femtovg and see what are their differences.

wgpu-rs

Rust bindings to wgpu native library (by gfx-rs)

femtovg

Antialiased 2D vector drawing library written in Rust (by femtovg)
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wgpu-rs femtovg
16 32
1,699 748
- 0.9%
9.0 7.8
almost 3 years ago 20 days ago
Rust Rust
Mozilla Public License 2.0 GNU General Public License v3.0 or later
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-rs

Posts with mentions or reviews of wgpu-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-30.
  • Using WGPU + crates directly or Bevy?
    1 project | /r/rust_gamedev | 4 Jul 2022
    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.
  • gfx-rs ecosystem releases v0.8
    3 projects | /r/rust | 30 Apr 2021
    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
    1 project | news.ycombinator.com | 27 Apr 2021
  • GPU compute shader for SHA256 using Rust!
    3 projects | /r/rust | 25 Apr 2021
    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
    2 projects | /r/rust | 15 Apr 2021
  • Bevy 0.5
    14 projects | /r/rust | 6 Apr 2021
    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.
  • Bevy 0.5: data oriented game engine built in Rust
    10 projects | news.ycombinator.com | 6 Apr 2021
    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.
  • Help a newbie (in this language) to find directions :)
    1 project | /r/rust_gamedev | 2 Apr 2021
    It's the same thing, the Rust implementation is just called[wgpu](https://wgpu.rs/)
  • Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
    6 projects | /r/rust_gamedev | 30 Mar 2021
    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!
  • Newbie questions on design patterns in Rust
    2 projects | /r/rust_gamedev | 21 Mar 2021
    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.

femtovg

Posts with mentions or reviews of femtovg. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-06.
  • Recommended UI framework to draw many 2D lines?
    5 projects | /r/rust | 6 Mar 2023
    Femtovg (https://github.com/femtovg/femtovg) which uses OpenGL to render
  • tinydraw 0.1.1
    2 projects | /r/rust | 16 Feb 2023
    Congrats! I don't want to diminish the accomplishment, but have you seen femtovg? It seems like it's probably well-aligned with your needs.
  • Bevy vector graphics library?
    3 projects | /r/bevy | 27 Sep 2022
    I'm currently using femtovg for vector graphics in my games, and I would like to get into bevy by porting one of my game prototypes using it to bevy.
  • Decision paralysis: ggez or macroquad
    4 projects | /r/rust_gamedev | 9 Jul 2022
    I use femtovg It's a simple vector graphics engine having all the important features you probably want from a 2D rendering engine: simple shapes, images, text
  • femtovg VS lyon - a user suggested alternative
    2 projects | 21 May 2022
  • Keeping POWER relevant in the open source world
    9 projects | news.ycombinator.com | 22 Jan 2022
    https://github.com/femtovg/femtovg/pull/5

    Before Power10 was done, IBM actually asked us Raptor users about proposals for useful machine code instructions to add to it. I replied that Iā€™d like to have hardware UTF-8 de-/encoding but they wanted a more detailed proposal and I never got around to write it. Iā€™m not even sure that this would be worthwhile, but I see UTF-8 de-/encoding everywhere in the code I write and would like it to approach memory read/write speeds.

    I was very disappointed to learn that they had gone more proprietary with Power10 so I would not have been able to use those instructions anyway. What a pity!

  • How to use a Rust WebAssembly module in Svelte with Web Workers
    1 project | /r/sveltejs | 29 Nov 2021
    In my actual code, I'm using a library called femtovg that is a Rust port of a C library for 2D rendering. But In the blog post I kept the example simple to keep it relevant for people who might want to use Web Workers + WASM for other things; didn't want to get hung up on femtovg for someone who had never heard of it. As you say, if you all you need to do is basic 2D manipulations of a canvas that are supported by the native API, then you likely don't need WASM.
  • Iced: A cross-platform GUI library for Rust, inspired by Elm
    19 projects | news.ycombinator.com | 27 Aug 2021
    You guys should also check out the femtovg project, a 2D rendering API that sixty fps relies on.

    https://github.com/femtovg/femtovg

    It's a decent starting point for trying to build your own toolkit.

    I have recently added a wgpu backend but for now it lives in my fork https://github.com/adamnemecek/femtovg

    run the demo with `cargo run --example wgpu_demo --release`.

    Also join the femtovg discord https://discord.gg/V69VdVu

  • Any recommended resources for beginning graphics with Rust
    2 projects | /r/rust | 22 Jul 2021
    I'm involved with the femtovg project. We are definitely looking for contributors. Join the discord channel.
  • Good GUI toolkit/library recommendations needed
    7 projects | /r/rust | 18 Jul 2021
    It's not a GUI framework but I'm involved with this project called femtovg, it's a Rust nanovg port. I've recently added a wgpu backend. Run the demo with cargo run --example wgpu_demo --release. Some people have been using it for their own UIs, e.g. tuix. I think that you should consider rolling your own GUI toolkit, it's not that bad and you'll appreciate the control.

What are some alternatives?

When comparing wgpu-rs and femtovg you can also consider the following projects:

ash - Vulkan bindings for Rust

glium - Safe OpenGL wrapper for the Rust language.

gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.

Typesense - Open Source alternative to Algolia + Pinecone and an Easier-to-Use alternative to ElasticSearch āš” šŸ” āœØ Fast, typo tolerant, in-memory fuzzy Search Engine for building delightful search experiences

awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community

gdnative - Rust bindings for Godot 3

bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine

Slint - Slint is a toolkit to efficiently develop fluid graphical user interfaces for any display: embedded devices and desktop applications. We support multiple programming languages, such as Rust, C++ or JavaScript. [Moved to: https://github.com/slint-ui/slint]

rust-gpu - šŸ‰ Making Rust a first-class language and ecosystem for GPU shaders šŸš§

NanoGUI - Minimalistic GUI library for OpenGL

gpuweb - Where the GPU for the Web work happens!

nuklear - A single-header ANSI C immediate mode cross-platform GUI library