wrend
three-d
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wrend
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A new WebGL rendering library written in Rust
It’s also callable from JavaScript if you don’t want to have to deal with the Rust toolchain. Checkout this directory if you want to see some copyable examples, including raw html and javascript, which is about the lowest barrier to entry you can get I think: https://github.com/austintheriot/wrend/tree/master/examples
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[Media] Announcing wrend, a Rust/Wasm + WebGL2 rendering library (callable from both Rust and JavaScript!)
Major props for https://github.com/austintheriot/wrend/tree/master/examples -- having real examples integrated with different build systems really lowers the barrier to start playing around
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Announcing wrend, a Rust/Wasm + WebGL2 rendering library (callable from both Rust and JavaScript!)
Hi all! Wrend is a wrapper library around raw WebGL2 code. Its goal is to make working with WebGL/WebGL2 more convenient when writing Rust and/or JavaScript/TypeScript code in the browser. Because of a JavaScript-compatible wrapper API around the raw Rust code, wrend is callable from both Rust AND JavaScript, and it includes a strongly typed TypeScript API. Similarly, it is available for download from both crates.io and npm. I initially started this library out of frustration. I love to do creative coding, but I found myself dedicating more and more time and energy to refactoring bad infrastructure rather than working on new creative projects, so I decided to channel that misspent energy instead into a structured library that would give me the unified organization I was looking for and that I could also share with others. Some highlights: wrend provides safe and easy abstraction over requestAnimationFrame calls, making continuous animations as simple as calling start_animating and then holding the returned handle in memory. Stopping is also as easy as dropping the returned renderer handle and/or calling stop_animating. (When working with JavaScript, it’s as simple as calling free() on the the renderer. Taking canvas screenshots is built in, and so is direct recording of the canvas—something invaluable when doing creative coding and sharing the results. Why WebGL and and not WebGPU? While I’m aware that WebGPU is up-and-coming, and I’m very excited for it, and while it is even possible to write right now in Rust, I’m a web developer first and foremost, and I like to share my creations with lots of people. As soon as WebGPU support is stable in mainstream browsers, I will happily redirect my energies :) Wrend is very work in progress, and it’s actually my first Rust library in general, but I decided it was finally time to share what I’m working on with the world. Code: https://github.com/austintheriot/wrend Live Demo Site: https://austintheriot.github.io/wrend/
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My first Rust project, a raytracer based on Ray Tracing in One Weekend book
Demo: https://austintheriot.github.io/wrend/ray-tracer Code: https://github.com/austintheriot/wrend/tree/master/demos/ray_tracer
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Junior Dev here -- How are we setting up Rust, WASM, and webpack?
I think initially I used their autogenerated templates and other's templates as well, but lately, in my own personal projects, I've started rolling my own Webpack config (v5) with WasmPlugPlugin, which seems to work decently well most of the time. Here's one of my recent frontend crates that is fairly standalone and can be copied if you want a starter template that has been recently updated and has a good chance of compiling / working correctly for you with minimal dependencies: https://github.com/austintheriot/wrend/tree/master/examples/vanilla_rs
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[Media] Conway's game of life partially implemented in Rust
Code: https://github.com/austintheriot/wrend/tree/master/demos/game_of_life Demo: https://austintheriot.github.io/wrend/game-of-life
three-d
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My 3d render has weird lighting artifacts
If you look closely at the second image, it has some weird triangle artifacts with the lighting. The first one i rendered in blender, the second one i used this rust 3d rendering library. Any help would be appreciated, this is my first time working with 3d rendering.
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Crate to render a 3d model to an image
I just implemented a gltf headless renderer using https://github.com/asny/three-d, it's simple and clear.
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Heightmap generator using egui and three_d
I've made a simple multi-threaded heightmap generator using egui and three_d. Both have been really easy to use despite a few limitations.
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Please suggest high quality render library
Theirs also https://github.com/asny/three-d or https://github.com/not-fl3/miniquad. Or lower level ones like WGPU or GLOW.
- Is there an easy wrapper for wgpu?
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Rendering 3D models in browser with wasm?
I think that three-d fits your requirements, you should check it!
- Rust game engines with extremely simple rendering abstractions
What are some alternatives?
sdf-viewer - A fast and cross-platform Signed Distance Function (SDF) viewer, easily integrated with your SDF library.
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
generative-art - Generative Art while learning Rust
Fyrox - 3D and 2D game engine written in Rust
wee_alloc - The Wasm-Enabled, Elfin Allocator
luminance-rs - Type-safe, type-level and stateless Rust graphics framework
wasm-pdf - Generate PDF files with JavaScript and WASM (WebAssembly)
rend3 - Easy to use, customizable, efficient 3D renderer library built on wgpu.
fluid-simulation-rust - A rewrite of my fluid simulation project entirely in Rust
learn-wgpu - Guide for using gfx-rs's wgpu library.
scanner - Document scanning from scratch
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native