wgpu-rs
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wgpu-rs | fonts-of-power | |
---|---|---|
16 | 1 | |
1,699 | 25 | |
- | - | |
9.0 | 7.1 | |
almost 3 years ago | over 1 year ago | |
Rust | Rust | |
Mozilla Public License 2.0 | GNU General Public License v3.0 or later |
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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.
fonts-of-power
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Bevy 0.5: data oriented game engine built in Rust
Source-available for now, we're still sorting out the exact licensing strategy.
The Bevy code itself isn't very impressive at all yet; most of the work at the moment is on improving the engine and solving some of the remaining design challenges.
We're currently blocked on "clone-able entities" (and ideally "indexes"), and I'm working on an RFC for each of those.
Source: https://github.com/leafwing-studios/fop-game
What are some alternatives?
ash - Vulkan bindings for Rust
StationIapetus - 3rd person shooter in the very early development phase
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
bevy_spine - Spine runtime for bevy, prototype
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
bevy_prototype_lyon - Draw 2D shapes in Bevy
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
bevy-website - The source files for the official Bevy website
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 - A refreshingly simple data-driven game engine built in Rust