wgpu
bgfx
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wgpu | bgfx | |
---|---|---|
131 | 57 | |
6,644 | 12,642 | |
4.0% | - | |
9.6 | 9.3 | |
6 days ago | 6 days ago | |
Rust | C++ | |
Apache License 2.0 | BSD 2-clause "Simplified" License |
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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
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Denox: A JavaScript runtime for gamedev written in Rust.
When I started the project, the existing deno_webgpu crate didn't expose enough to make rendering directly to windows possible. An initial version of that support was added to mainline deno_webgpu recently (see https://github.com/gfx-rs/wgpu/pull/3265), but by then, my own denog_webgpu fork had more features. Hopefully I can at least start using mainline deno_webgpu one day.
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Is C++ still the language when entering 3D programming in 2023?
There's raw bindings, once upon a time people worked on a safe wrapper but figures that kind of thing needs to be opinionated to a degree that you can just as well write an engine, or go right ahead and implement WebGPU and have something that also runs on DirectX, Metal, etc. It's what bevy uses as backend for its default renderer.
- wgpu 0.15 and naga 0.11 released!
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Vulkan Tutorial (Rust)
If you are just getting into graphics, also consider checking out wgpu https://github.com/gfx-rs/wgpu the Rust implementation of the WebGPU standard.
Conceptually it's the same as Vulkan it's just a lot less pain in the ass to work with.
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Contradicting error message when creating a buffer for MAP_READ and COPY_DST after upgrading to 0.14.2
Hello everyone, wasn't sure if this is a bug or if I am missing something here but for some reason the following buffer (that worked in wgpu 0.13.1): let some_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("Some Label"), size: (std::mem::size_of::()) as u64, usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); no longer works after upgrading to wgpu 0.14.2 and the error message I receive is: Caused by: In Device::create_buffer note: label = `Some Label` `MAP` usage can only be combined with the opposite `COPY`, requested MAP_READ | COPY_DST | STORAGE This doesn't make sense, since MAP_READ is the opposite of COPY_DST (right?). Also, I saw that this error message is not a new addition in 0.14.2 (in this issue, where it made sense). What am I missing?
I created an issue about this, the solution (and explanation) for the problem can be found there.
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GPGPU Options
https://wgpu.rs seems like the way to go
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What is the "P5.js" for Rust?
If all you're looking for is low-level rendering, I'd recommend using wgpu.
the "p5.js" of rust is definetelly nannou. but i wouldn't recommend it for something that is graphics heavy, nannou is great for visualizations, effects, animations and stuff, but for proper 3d rendering and stuff you should go to wgpu (which has a great walkthrough: https://sotrh.github.io/learn-wgpu/), or some opengl binding which there are many of: https://crates.io/keywords/opengl
There is wgpu, which is just graphics.
bgfx
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Just found out about Zig and wonder what would be the best graphics library to pair with it?
If you want juste a renderer, you can use BGFX, there is a zig binding that is not a third party.
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Cross platform low level graphics API suitable for game development?
Take a look at BGFX, sounds like its what you want. Its a cross platform graphics API that is low level like metal or opengl, however it treats opengl, metal, vulkan, etc as backends that u can compile to so you can write your code once and then compile to macos using metal as the backend, compile to web using webgl as the backend, compile for windows using directx as the backend etc etc. Its written in C++ but it has officially supported C bindings so you can use it with C no problem.
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rayllib vs bgfx - what is difference ?
bgfx:https://github.com/bkaradzic/bgfx
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Want to a 3D game without a game engine but not having to deal with opengl stuff ?
BGFX
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API of Graphics APIs
You can have a look at https://github.com/bkaradzic/bgfx
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How is Vulkan supposed to supersede OpenGL in practice?
There are still things like BGFX in active development and use. I think the bigger issue is that folks can never really agree on how things should be abstracted for a higher level API.
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Is there a list of resources which help to abstract over OpenGL and Vulkan, as their as their GLSL dialects? (DirectX and HLSL are also welcomed)
u/LtJax already mentioned the Sokol library, another somewhat popular cross-platform rendering library is bgfx.
Maybe this
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SDL, SFML, other libraries for game development in C++...?
BGFX - Wrapper around low level rendering libraries
- Looking for a 2D/3D rendering layer for C++
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
sokol - minimal cross-platform standalone C headers
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
vulkano - Safe and rich Rust wrapper around the Vulkan API
raylib - A simple and easy-to-use library to enjoy videogames programming
urho3d - Game engine
bevy - A refreshingly simple data-driven game engine built in Rust