wgsl-mode
Emacs syntax highlighting for the WebGPU Shading Language (WGSL) (by acowley)
vange-rs
Rusty Vangers clone (by kvark)
Our great sponsors
wgsl-mode | vange-rs | |
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1 | 6 | |
17 | 407 | |
- | - | |
4.0 | 6.1 | |
5 months ago | 3 months ago | |
Emacs Lisp | Rust | |
GNU General Public License v3.0 only | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
wgsl-mode
Posts with mentions or reviews of wgsl-mode.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-09-25.
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Is WGSL a good choice?
IIRC, somebody looked at it, but nothing usable yet. There is, however, cargo-wgsl, vscode-wgsl, Emacs plugin, and Vim plugin
vange-rs
Posts with mentions or reviews of vange-rs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-29.
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Driving through the voxel grid in vange-rs
This is a new rendering method I was working on in Rusty Vangers. It's based on using a hierarchical voxel grid (mipmapped 3D texture) as an acceleration structure for ray tracing. Allows viewing the level from any perspective, and is faster than the "painter" method.
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Simple graphics library using software rendering?
You don't need to depend on Angle in the build system, or link to it statically. For the purposes of your program it's just a GL driver. You'd just take libEGL.dll and a few dependencies from somewhere and place it in your folder with the executable. You can either copy it from Chrome or Firefox distribution, or as an artifact from https://github.com/DileSoft/gfbuild-angle, which my friend has set up for http://vange.rs/ builds on older Windows.
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Why Does WGSL Support Include Functionality?
I couldn't find any mention of it in the official documentation or online, and I looked in some repositories online until I saw something suspicious here where there is a comment mentioning an include.
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vange-rs running on WebGL
This is a port of vange-rs on "wasm32-unknown-emscripten" target via wgpu's GLES3 backend. Done by @caiiiycuk (thank you!), and also described in https://habr.com/en/post/594611/ (in Russian language).
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Is WGSL a good choice?
P.S. I'm fully using WGSL in vange-rs and baryon
- Just found out about this Rust rewrite of Vangers. Still a proof of concept, but will be interesting to see how it goes (especially for me as a Rustacean).
What are some alternatives?
When comparing wgsl-mode and vange-rs you can also consider the following projects:
learn-wgpu - Guide for using gfx-rs's wgpu library.
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs
wgsl.vim - WGSL syntax highlight for vim
gpgpu-rs - Simple experimental async GPGPU framework for Rust
naga - Universal shader translation in Rust
vscode-wgsl - VsCode Syntax highlight for WGSL files
baryon - Fast prototyping 3D engine
gfbuild-angle - A set of scripts for building ANGLE for the GraphicsFuzz project
gpuweb - Where the GPU for the Web work happens!
euc - A software rendering crate that lets you write shaders with Rust