wgpu
vulkano
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wgpu | vulkano | |
---|---|---|
130 | 19 | |
6,644 | 3,623 | |
4.0% | 1.5% | |
9.6 | 8.7 | |
4 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.
vulkano
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Is C++ still the language when entering 3D programming in 2023?
Something like vulkano in Rust or zig-gamedev in zig might be a much more enjoyable approach: They're similarly bare metal languages but have a lot of advantages over C++ (borrow checker's safety, simpler syntax). However, they're not commonly used by big studios.
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Silverblue loads nouveau instead of installed nvidia
rpm-ostree install https://download1.rpmfusion.org/free/fedora/rpmfusion-free-release-$(rpm -E %fedora).noarch.rpm https://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm -E %fedora).noarch.rpm sudo rpm-ostree uninstall akmod-nvidia sudo rpm-ostree install akmod-nvidia-470xx rpm-ostree kargs --append=rd.driver.blacklist=nouveau --append=modprobe.blacklist=nouveau --append=nvidia-drm.modeset=1 sudo systemctl reboot sudo rpm-ostree install nvidia-settings-470xx xorg-x11-drv-nvidia-470xx-power sudo rpm-ostree uninstall xorg-x11-drv-nvidia-cuda sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-cuda sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-devel sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-cuda-devel sudo rpm-ostree install cuda-samples sudo rpm-ostree install vulkan-tools vkmark mesa-vulkan-devel sudo rpm-ostree install libshaderc-devel sudo rpm-ostree install clang clang-tools-extra libstdc++-devel sudo rpm-ostree install glib2-devel glib-devel avahi-gobject-devel sudo rpm-ostree install cairo-devel pango-devel gdk-pixbuf2-devel sudo rpm-ostree install graphene-devel gtk4-devel cairo-gobject-devel sudo systemctl reboot modinfo /usr/lib/modules/$(uname -r)/kernel/drivers/video/nvidia.ko | grep ^version find /usr/lib/modules -name nvidia.ko -exec modinfo {} \; sudo lspci -v | grep -A 20 VGA git clone https://github.com/Rust-GPU/Rust-CUDA.git git clone https://github.com/vulkano-rs/vulkano.git git clone https://github.com/Relm4/relm4.git glxgears glxinfo glxgears glxinfo vkcube vkcubepp ./teapot ./triangle ./occlusion-query ./interactive_fractal
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A 2D Pixel Physics Simulator with Cellular Automata written in Rust
I use the awesome Vulkano for rendering and computation, and Rapier for simple physics. Contour is used for the initial shapes, but rapier forms the physics colliders from it. Hecs is used as well. And you might recognize Egui as gui :). I gotta say, I'm starting to be pretty happy with the rust ecosystem overall.
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What do the "| |" characters do?
As recently seen in: https://github.com/vulkano-rs/vulkano/blob/master/examples/src/bin/triangle.rs several times but I've seen them arround several other times also.
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Crate the implements Vulkano/Vulkan?
Vulkano's website is terrible, yeah, and I'm not really encouraging you to use it, but fyi, the updated examples from their repo are… up-to-date. And they're exceptionally well-commented. So if you run out of options (which I have), take a look at the most recent triangle.rs.
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Hey Rustaceans! Got an easy question? Ask here (43/2021)!
There's a few ways to do it. The low-level method is to write a HLSL shader then use something like vulkan to run it (vulkano example). If you want a 100% rust method, then wgpu and rust-gpu exists to let you define your shaders directly in rust while they handle more of the boilerplate.
- Has anyone used both Ash and Erupt for Vulkan? Why would I pick one over the other?
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Where Can I Learn GFX Or Vulkano
Read more at https://github.com/vulkano-rs/vulkano/issues/1549
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Vulkano Tutorial?
As far as tutorials for vulkano go, I'm only aware of the (incomplete) official vulkano guide at [vulkano.rs/guide/introduction](vulkano.rs), the "translation" of vulkan-tutorial.com, and - this may be the most extensive collection - the examples folder in the vulkano repository.
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Theta Wave v0.1.4 "Foundations" Update
Ah, of course. That makes sense! I would've expected a compile-time failure like I've gotten previously when installing diesel-postgres (expects postgres devel package), reqwest with default TLS (expects openssl-dev/libssl-dev) and the likes so it didn't occur to me it would compile but fail at runtime. Any idea which packages I should look for? I tried installing base-devel and vulkan-devel as per the Arch instructions on the Vulkano repo but to no avail (or do I need to re-compile?).
What are some alternatives?
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
bevy - A refreshingly simple data-driven game engine built in Rust
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 🚧
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.
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.
Vulkan - Examples and demos for the new Vulkan API