wgpu
glow
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wgpu | glow | |
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131 | 9 | |
6,644 | 779 | |
4.0% | - | |
9.6 | 6.3 | |
6 days ago | 15 days 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
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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.
glow
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rust game for web, gltf question
You can absolutely do WebGL. glow is a good place if you want to do the webgl stuff yourself. With wgpu you can as well, though it is mostly targeted to the upcoming WebGPU standard. I have seen many crates that are capable of gltf loading, but I haven't used any yet. Hence I can't reall recommend one. But gltf capability does not really have anything to do with rust. As long as you can read a file and translate it to your engines scene/entity structure, I don't see why it shouldn't be possible to load gltf files.
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Recreating macOS’s Drift screensaver with Rust and Wasm
Most of it is written in Rust and compiles to Wasm with WebGL/OpenGL bindings via glow. The settings panel is written in Elm and the whole project is compiled with Nix. There’s also a very basic native desktop app. I haven’t seen many examples of a complete setup like this, so hopefully this can serve as a template for anyone trying out a similar stack.
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How to use OpenGL in Rust?
If you want to target desktop, mobile and/or web: https://github.com/grovesNL/glow
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Are there any big projects written in Rust without any use of unsafe code?
A/B Street, which comprises a UI library, lots of data import pipelines, and traffic simulation. 100k LoC, the only unafe is to make system calls through glow
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opengl bindings
https://github.com/grovesNL/glow is used by wgpu for its OpenGL ES / WebGL backend
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Shaders and Uniforms in pure SDL2?
By the way, nowadays many projects use glow instead of glutin because of.. I think it's because glow works on wasm, in the web (as webgl).
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Graphics Libraries?
But then you have the only example which is more platform handling than anything else.
But what glow actually does is highlighted on lines 66 to 123. This section is filled with gl.some_function() calls, which is the same on every platform.
What are some alternatives?
glium - Safe OpenGL wrapper for the Rust language.
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
vulkano - Safe and rich Rust wrapper around the Vulkan API
bevy - A refreshingly simple data-driven game engine built in Rust
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
gdnative - Rust bindings for Godot 3
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
cef - Chromium Embedded Framework (CEF) official mirror. A simple framework for embedding Chromium-based browsers in other applications.