wgpu
learn-wgpu
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wgpu | learn-wgpu | |
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193 | 75 | |
10,638 | 1,361 | |
5.6% | - | |
9.9 | 8.0 | |
about 5 hours ago | 12 days ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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wgpu
- 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.
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Show HN: Ambient, a multiplayer game engine and platform using WASM/WebGPU/Rust
Funnily enough, we've never actually been on WebGL! The runtime's built against wgpu [0], which is an abstraction layer that supports the native rendering APIs, WebGPU, and yes, WebGL.
However, our renderer was built with native capabilities in mind (compute shaders!), so we would have had to rewrite it to support WebGL. We decided we'd keep up with WebGPU and see where it takes us :)
In the future, we may write a fallback renderer that's compatible with WebGL/older GPUs, but we wanted to focus on getting our existing renderer working first.
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Show HN: Unity like game editor running in pure WASM
The WGPU people have a new, faster version coming out and Firefox integration is in progress.[1]
[1] https://github.com/gfx-rs/wgpu/pull/3626#issuecomment-173417...
learn-wgpu
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
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Trying to learn wgpu
If you haven't seen it: https://sotrh.github.io/learn-wgpu/ is a good introduction that will explain most of what you asked, then can refer to rend3d or bevys renderer to see how a render graph works.
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WebGPU with C++ ?
I suggest looking into Rust for developing WASM applications with WebGPU, since Rust has in my experience way better support for WASM than c++. wgpu is the implementation of the WebGPU standard in rust and is very well documented. It also isn't just a backend for WebGPU but also for OpenGL, WebGL, Vulkan, Metal and DirectX, so you application can run on every device. There is a great tutorial series here.
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What is Rust's potential in game development?
So my advice would be to try Bevy, but don't force it if it doesn't work for you. If you're interested in more "low-level" graphics programming or you have some experience in that area, then learning wgpu is another thing you can do (and if you start doing advanced things with Bevy, you will want to be familiar with wgpu anyway)
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Wgpu Questions: Vertex Buffers
When should I create encoders and render passes? I'm following these WebGPU tutorials here, and it creates both an encoder and render pass from that encoder on a per-frame-basis. Can it be expensive to create these each frame? Should I at least cache the encoder to somewhere more persistent, so that I'm not creating a new one each frame? It looks like creating render passes need to be created each frame because they need to be dropped from their scopes in order to finish the render pass before submitting the queue.
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Custom Intermediate buffers/textures for shaders
For context, I've got rudimentary knowledge of how to work with shaders through learnopengl.com, and https://sotrh.github.io/learn-wgpu/.
What are some alternatives?
vulkano - Safe and rich Rust wrapper around the Vulkan API
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
bevy - A refreshingly simple data-driven game engine built in Rust
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
ash - Vulkan bindings for Rust
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
glium - Safe OpenGL wrapper for the Rust language.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
Silk.NET - The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.