wgpu
gfx
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wgpu | gfx | |
---|---|---|
194 | 11 | |
10,846 | 5,325 | |
3.4% | 0.0% | |
9.9 | 0.0 | |
about 15 hours ago | about 1 year ago | |
Rust | Rust | |
Apache 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.
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
- 3D and 2D: Testing out my cross-platform graphics engine
- Warp Terminal is now available for Linux
- Linux version of Warp terminal is here
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Building the DirectX shader compiler better than Microsoft?
And wgpu has been doing this for years. Things like descriptor indexing are not exposed to the web but used by Rust (mostly) engines on native.
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New Renderers for GTK
If they used https://wgpu.rs/ they would get directx and metal for free (:
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Show HN: WebGPU Particles Simulation
IIRC it was delayed multiple times. I think the first intent to ship from chrome was before 100 but they kept pushing it off. Firefox still does not support it. There are projects like wgpu[0] that wrap provide a higher level API and I have used some projects using it with no issues. WFIW I didn't see any issue with OP's demo either.
- Deno 1.39: The Return of WebGPU
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
wgpu, the Rust WebGPU implementation is the bee's knees. https://wgpu.rs/ You can use it beyond the web.
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There is anything like wgpu.rs for Zig?
There is anything like wgpu.rs for Zig? wgpu.rs is an abstraction on top of Vulkan, Metal, DirectX, etc...
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New Vulkan Documentation Website
dawn is the WebGPU backend in chromium, while wgpu is the WebGPU backend for firefox written in Rust. wgpu is seeing a lot of use in non-browser uses; there are some examples on their website.
gfx
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How to learn writing a Wayland compositor?
Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
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Rendering broken by rust 1.67 field ordering
For users of old school crate _gfx_ v0.18 I have PRs that will fix this issue without any additional changes (https://github.com/gfx-rs/gfx/pull/3791) though I suppose there aren't too many such users nowadays...
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Why is it that I need to invert the projection matrix in Vulkan and how should that be handled when supporting multiple render backends?
The gfx-backend-* READMEs each have a graphic explanation that is very useful. As others have said, the best way to handle this is with a flipped viewport, but I've never seen a satisfactory explanation as to why this doesn't mess with front/back faces and culling.
- Language for game engine
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WGPU vs Vulkan?
From https://github.com/gfx-rs/gfx
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Graphics Libraries?
https://github.com/gfx-rs/gfx#hardware-abstraction-layer
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Wgpu: Copies into 3D images are not supported
Searching through the source code for wgpu and its dependencies, the error is coming from the gfx-rs DirectX 11 backend. I am guessing this is because of a limitation of DirectX 11. The easiest thing to do would probably be to try switching to the DirectX 12 or Vulkan backends.
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I built a simple C8 emulator/debugger/disassembler (Rust)
Looks like they are using https://github.com/ggez/ggez which in turn uses https://github.com/gfx-rs/gfx for low-level drawing to the screen
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OpenGL in Rust
There is also gfx-rs, which should be easier to use than opengl.
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Ask HN: How to self-learn graphics programming?
https://crates.io/crates/tiny-skia
You can put things together pretty easily with these libs. And they also let you skip the gpu boilerplate (I should note that tiny-skia works only in the CPU).
Lastly, you have shader programming (OpenGL, Vulkan, etc.). If you're writing "production code" you'll have to do some setting up of the GPU, and the actual graphics code will be in a separate shader language. Shader languages are similar to C but with restrictions that allow for a high level of parallism, making it extremely fast. If you want to get started with this I'd recommend playing around on a site like shadertoy[1] where you can start writing shaders right away. I haven't done much of this myself but as far as Rust goes I've seen a lot of references to the gfx crate:
I hope this helps
What are some alternatives?
vulkano - Safe and rich Rust wrapper around the Vulkan API
glium - Safe OpenGL wrapper for the Rust language.
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
glutin - A low-level library for OpenGL context creation, written in pure Rust.
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
wgpu-rs - Rust bindings to wgpu native library
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
bevy - A refreshingly simple data-driven game engine built in Rust
rusttype - Mirror of https://gitlab.redox-os.org/redox-os/rusttype
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
printpdf - An easy-to-use library for writing PDF in Rust