Introducing posh: Type-Safe Graphics Programming in Rust

This page summarizes the projects mentioned and recommended in the original post on /r/rust

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  • geodesic_raytracing

  • https://github.com/20k/geodesic_raytracing/blob/5aab3fe471983e2568746db56e2c0329e09cf6a5/dual_value.hpp is the expression side of things

  • rust-gpu

    🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

  • Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?

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  • shades

    Rust EDSL for shading languages

  • However, if we accept these disadvantages, there is obviously a lot to be gained from a proc macro. I highly recommend checking out Shades, which is more powerful than posh with respect to the types of shaders that can be written (e.g., it supports mutable variables and loops).

  • luminance-rs

    Type-safe, type-level and stateless Rust graphics framework

  • gives me same vibes as https://github.com/phaazon/luminance-rs

  • numerical_sim

  • https://github.com/20k/numerical_sim/blob/lr-tests/bssn.cpp is how I use it. Very little of this is actually single source yet, this is used to create #defines that are passed into fairly bare bones OpenCL kernels that handle control flow, eg here https://github.com/20k/numerical_sim/blob/lr-tests/cl.cl#L548

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    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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