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bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
It seems they are going to duplicate the efforts from bgfx (https://github.com/bkaradzic/bgfx)
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Personally I never got into SDL, even though I’ve tried to use it a couple of times. But I’ve been using wgpu recently, which gets translated into Vulkan, Metal, Direct3D 12, Direct3D 11 or depending your platform, and I like it so far.
https://github.com/gfx-rs/wgpu
I used the guide at https://sotrh.github.io/learn-wgpu/ as a starting point and built the thing I wanted to build. And now I have an application that I can run on my MacBook Pro M1 laptop where it uses Metal, and on my Linux desktop where it uses Vulkan.
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Personally I never got into SDL, even though I’ve tried to use it a couple of times. But I’ve been using wgpu recently, which gets translated into Vulkan, Metal, Direct3D 12, Direct3D 11 or depending your platform, and I like it so far.
https://github.com/gfx-rs/wgpu
I used the guide at https://sotrh.github.io/learn-wgpu/ as a starting point and built the thing I wanted to build. And now I have an application that I can run on my MacBook Pro M1 laptop where it uses Metal, and on my Linux desktop where it uses Vulkan.
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I agree wgpu is great, but wgpu isn't a substitute for SDL. The Rust project that replaces SDL is called winit
https://github.com/rust-windowing/winit
One can use wgpu with winit (which is more common) or, if they prefer, wgpu with sdl2. Here is an example:
https://github.com/Rust-SDL2/rust-sdl2/tree/master/examples/...
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I agree wgpu is great, but wgpu isn't a substitute for SDL. The Rust project that replaces SDL is called winit
https://github.com/rust-windowing/winit
One can use wgpu with winit (which is more common) or, if they prefer, wgpu with sdl2. Here is an example:
https://github.com/Rust-SDL2/rust-sdl2/tree/master/examples/...
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... apparently I was mistaken, this hasn't been released yet, it will be out with 2.0.18[0]
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