wgpu
gdnative
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wgpu | gdnative | |
---|---|---|
131 | 82 | |
6,644 | 3,216 | |
4.0% | 2.3% | |
9.6 | 9.4 | |
6 days ago | 7 days ago | |
Rust | Rust | |
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
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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.
gdnative
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I want to make a game thatβs compatible with Nintendo switch.
Also if you want to use this as an opportunity to learn Rust, take a look at godot-rust.
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100,000 subscriber celebration β Ask the Godot contributors anything!
GDExtension is a platform, much like GDNative. It provides tools, but additional language bindings will still come from the community. For Godot Rust you can track the progress here: https://github.com/godot-rust/godot-rust/issues/824
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Can you use rust to create games?
For what its worth, you can write your scripting for godot in Rust with godot-rust. It's not perfect cause its fitting Rust into the Godot model, but it'll also give you a "best of both worlds" type of situation if you want to get up and running quick but also do the game logic in Rust.
There's godot-rust for writing Rust components for the Godot engine.
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What do I need for a board game?
If you desire to use Godot, as having the editor and support, while wanting to use Rust for the logic, might wanna look into Godot Rust.
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What's your favorite Rust design pattern?
Current version of godot-rust uses type-state to declare Ref references "safe to use" once the user has asserted their safety, and to switch between shared/unique/thread-local ownership.
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Mark Russinovich (Azure CTO): "it's time to halt starting any new projects in C/C++ and use Rust"
If you're willing to get your hands a little dirty, you can also use Rust anywhere that exposes a C API or allows you to dynamically load C ABI libraries, but then you have to work with ugly interface stuff. It's doable. Using Rust with Godot isn't too unreasonable through gdnative/godot-rust. No idea how that's going to change up with Godot 4, though.
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Godot rewrite in Rust?
That said, what you may want to keep an eye on are Rust bindings like: https://github.com/godot-rust/godot-rust
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Do you feel it's a waste of time programming in C++/Rust for 3d graphics or game programming in 2022 ? Every others fields of programming seem to pay more like JS/React webdev ?
If you like Rust there are (immature) bindings for Unreal and Godot. Or you might like to use a pure Rust engine like Bevy, Fyrox etc.
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Best platform to learn rust?
For example, with https://godot-rust.github.io/
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
vulkano - Safe and rich Rust wrapper around the Vulkan API
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
rust-gpu - π Making Rust a first-class language and ecosystem for GPU shaders π§
Godot - Godot Engine β Multi-platform 2D and 3D game engine
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
glium - Safe OpenGL wrapper for the Rust language.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
macroquad - Cross-platform game engine in Rust.