Render Pipelines in wgpu and Rust

This page summarizes the projects mentioned and recommended in the original post on dev.to

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  • bevy

    A refreshingly simple data-driven game engine built in Rust

  • Bevy is an entire game engine for creating 2D or 3D games in Rust. It uses wgpu for rendering everything, and a few other dependencies - mostly their own crates. It’s not “fully featured” like Unity or Godot since it’s so early — but it’s jam-packed with a lot of great functionality (like most recently — compute shaders).

  • wgpu-hello-world

    exploring wgpu for Rust

  • TLDR?: Here’s the final code.

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  • baryon

    Fast prototyping 3D engine

  • Before I set off on the journey of refactoring, I looked for other wgpu projects to see how they structured their app architecture. I found 2 great examples that I primarily referenced - both with “b” names funnily enough: baryon and bevy.

  • learn-wgpu

    Guide for using gfx-rs's wgpu library.

  • baryon is a lightweight toy renderer for prototyping 3D applications in Rust. It uses wgpu to render 3D elements, hecs for an ECS system (to make a scene with “entities” like 3D models), and winit for handling cross-platform window management (just like the wgpu tutorial). It also allows for setting different “render passes”, like a Phong (”cartoony”/fast) vs PBR (”realistic”) pass.

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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