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Top 23 Rust Vulkan Projects
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Project mention: How do I become a graphics programmer? – A guide from AMD Game Engineering team | news.ycombinator.com | 2023-11-22
wgpu, the Rust WebGPU implementation is the bee's knees. https://wgpu.rs/ You can use it beyond the web.
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Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
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There is also [Vulkano](https://github.com/vulkano-rs/vulkano). It has a safe high level api and lower level layers, all the way down to [ash](https://github.com/ash-rs/ash) which is more or less raw vulkan. It's more explicit and verbose than [wgpu](https://github.com/gfx-rs/wgpu) though, so maybe try wgpu first and see how you like it.
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If you want to automate the creation of certain code that will be nested under the src directory, and committed into source control, there are a variety of ways to do that. One option is to create a sub-crate in your project that does the code-gen and you can run it as needed. The ash project is an example of this.
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The only example that shedded some light on the integration was gtk4 + femtovg. So I mimicked the example, using gtk4-rs and Skia's rust bindings. I had some code similar to the following inside a subclass of GLArea to setup Skia's DirectContext, but it failed:
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gives me same vibes as https://github.com/phaazon/luminance-rs
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The WGPU people are still working through lock conflicts in that area. The idea with Vulkan land is that you should be able to load content while rendering is in progress. For that to be useful, all the layers above Vulkan also have to have their locking problems hammered out. Most open source game engines don't do that yet. Unreal Engine and Unity do, which is why you pay for them for your AAA title.
[1] https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/exa...
[2] https://github.com/BVE-Reborn/rend3/blob/trunk/examples/scen...
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... soo just in case someone wanted to actually see this its incomplete but https://github.com/wgpu-mc/wgpu-mc
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vulkan-tutorial-rust
Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
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Linux-Guide
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thanks! is there a way I could change get_layer_names_and_pointers() function so that the two return values have tied lifetimes? I'm OK if the signature has to change significantly you can see its definition here
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Project mention: The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them! | /r/programming | 2023-03-03
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Rust Vulkan related posts
- Strange crashes & graphic artifacts in games
- Integrate with Skia GL
- Hey Rustaceans! Got a question? Ask here (16/2023)!
- A simple 2d graphic library
- Hi, everyone, I build a glTF2.0 PBR renderer based on Vulkan ray tracing and it is in Rust!
- Hi, everyone, I build a glTF2.0 PBR renderer based on Vulkan ray tracing and it is in Rust!
- Hi, everyone, I build a glTF2.0 PBR renderer based on Vulkan ray tracing and it is in Rust!
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Index
What are some of the best open-source Vulkan projects in Rust? This list will help you:
Project | Stars | |
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1 | wgpu | 9,439 |
2 | gfx | 5,304 |
3 | vulkano | 4,092 |
4 | ash | 1,564 |
5 | rust-skia | 1,190 |
6 | luminance-rs | 1,081 |
7 | rend3 | 927 |
8 | rendy | 809 |
9 | wluma | 423 |
10 | wgpu-mc | 404 |
11 | vulkan-tutorial-rust | 390 |
12 | Linux-Guide | 264 |
13 | shaderc-rs | 236 |
14 | vulkanalia | 205 |
15 | screen-13 | 187 |
16 | yakui | 177 |
17 | memtest_vulkan | 162 |
18 | vulkan-tutorial-rs | 129 |
19 | pilka | 119 |
20 | spirq-rs | 99 |
21 | spirv_cross | 82 |
22 | INOX | 82 |
23 | imgui-rs-vulkan-renderer | 57 |