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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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draco
Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
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webrtc-unreliable
Just enough hacks to get unreliable unordered WebRTC data channels between a browser and a server
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libdatachannel
C/C++ WebRTC network library featuring Data Channels, Media Transport, and WebSockets
Can't really answer the question, but you should take a look at the guys at embark studios: https://github.com/EmbarkStudios/rust-gpu
wgpu is the most mature and well supported: https://wgpu.rs/
There's a site you can check up on a lot of the libraries used for game development, and graphics is a pretty huge part of it: AreWeGameYet.
File size is important on the web, so I wanted to use Draco, which doesn't have good support for Rust (though I'm sure clean bindings are possible).
I really like the C++ ozz-animation library, and Rust doesn't have a good answer for it (yet! work is being done) It has a really great compressed animation data format that again is good for the web It also has a great runtime library for distributing animation calculations across separate cores
msdfgen for signed distance field text rendering
Recast & Detour for navigation meshes (though Rust does have Detour bindings)
I use WebRTC for multiplayer, and Rust has a great library (webrtc-unreliable) To be fair, C++ has libdatachannel which I like using too.
To be fair, C++ has libdatachannel which I like using too.
Rust has a delightful ECS library, specs, that I absolutely love. It has safe multi-threaded execution built right in, which is fantastic for the pretty parallelizable work I was doing. Concurrency in C++ is nasty business on the best of days, and I've run into so many nasty bugs with the custom system I've had to build out to fit the web's weird threading model.