awesome-wgpu
by rofrol
A curated list of wgpu code and resources.
AI summary
Game engine components
A curated list of WGPU code and resources for developers building games or other graphics-intensive applications.
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What's in the list
164 links in 58 sections, with live GitHub stats.activeno commit in 2y
About wgpu
- https://matrix.to/#/#wgpu:matrix.org
matrix chat
https://github.com/gfx-rs/wgpu
wgpu suports DX11, DX12 and Vulkan on Windows, Vulkan on Linux and Metal on macOS & iOS
About wgpu / The rise of wgpu - Gfx-rs nuts and bolts
About wgpu
- https://webgpu.io
current status of WebGPU in web browsers
About wgpu / https://webgpu.io
About wgpu
- https://www.reddit.com/r/rust/comments/dou249/will_wgpu_support_shader_types_that_are_not/f5r1a6k/
Geometry shaders are effectively a dead end
Learn
Learn / https://rust-tutorials.github.io/learn-wgpu
Learn
Learn / https://sotrh.github.io/learn-wgpu/
- https://vulkano.rs/guide/introduction
this guide explains more i.e. swapchain
Learn / https://sotrh.github.io/learn-wgpu/ / https://vulkano.rs/guide/introduction
Learn / https://sotrh.github.io/learn-wgpu/
Learn
Gamedev
https://github.com/parasyte/pixels
A tiny hardware-accelerated pixel frame buffer
Gamedev / https://github.com/parasyte/pixels
https://github.com/rukai/winit_input_helper/issues/3#issuecomment-545316276
Answer why RedrawRequested event is not implemented
Gamedev
https://github.com/Ruddle/oxidator
RTS game/engine
- https://github.com/tonis2/felin
2D rendering library
https://github.com/cloudhead/rgx
2D graphics library used by
https://github.com/rukai/brawllib_rs
A brawl file parser for Super Smash Bros. Brawl
https://github.com/hecrj/coffee
An opinionated 2D game engine
Rust gamedev
- https://www.reddit.com/r/rust/comments/cr5rht/whats_the_state_of_game_development_in_rust/ex3g6e9/
Lack of allocator support in std is a big issue for gamedev
https://github.com/Arvamer/gilrs
Game Input Library for Rust
Rust gamedev / https://github.com/Arvamer/gilrs
Rust gamedev
Rust gamedev / How to make roguelike games in Rust
Rust gamedev
- https://crates.io/crates/ultraviolet
Ultraviolet (linear algebra library specifically for games & graphics which is faster than the alternatives for both runtime and compile times)
Rust gamedev / https://crates.io/crates/ultraviolet
Rust gamedev
- https://djugei.github.io/optimath-0-3-0/
experimental const generics based linear algebra library that works without any allocations in no_std and utilizes simd. So now you can do fancy maths on embedded
Rust gamedev / https://djugei.github.io/optimath-0-3-0/
Rust gamedev
- https://crates.io/crates/legion
High performance Rust ECS library
Rust gamedev / https://crates.io/crates/legion
https://github.com/amethyst/rfcs/issues/22
The flexibility in Legion is filled with tradeoffs, generally showing benefits in performance and runtime flexibility, while generally trading off some of the ergonomics of the SPECS interface
Rust gamedev
Rust gamedev / https://github.com/rukai/winit_input_helper
- https://crates.io/crates/winit_input_helper/reverse_dependencies
used by pixels and others
Rust gamedev
https://github.com/SergiusIW/collider-rs
experimental Rust library for continuous 2D collision detection in games
Rust gamedev / https://github.com/SergiusIW/collider-rs
Rust gamedev
https://github.com/SergiusIW/gate
development library tailored to 2D pixel-art games. Supports SDL2 or WebAssembly
Rust gamedev / https://github.com/SergiusIW/gate
General gamedev
General gamedev / https://gafferongames.com/post/fix_your_timestep/
General gamedev
Physics/Collision
Games
Games / https://github.com/kvark/vange-rs
- https://www.reddit.com/r/rust_gamedev/comments/bcjdl0/learning_wgpurs_coming_from_openwebgl/ektqwx3/
In a nutshell, it's Metal with Vulkan's binding model
Games
https://github.com/parasyte/pixels/tree/master/examples/invaders
2D, space invaders clone
https://github.com/parasyte/pixels/tree/master/examples/conway
2D, game of life
Applications
https://github.com/cloudhead/rx
pixel editor
- https://git.koesters.xyz/timo/nbodysim
Realtime 3D N-Body-Simulation:
https://github.com/mandeep/viewimg
HDR image viewer
Examples
- https://github.com/grenlight/idroid_demo
iOS and Metal
Examples / Older
Examples / Older / https://github.com/fredlangva/wgpu_one
Examples / Older
UI
UI / https://github.com/dhardy/kas
UI
https://github.com/snuk182/nuklear-backend-wgpurs
bindings for Nuklear (using old )
Rendering
https://github.com/rust-tutorials/learn-rendy
some parts of rendy used by wgpu-rs
https://github.com/grenlight/sdf-text-view
render bitmap fonts without jagged edges even at high magnifications
https://github.com/mad-s/hijiki
physically-based renderer
Misc
https://github.com/flmng0/peach
Processing-esque
https://github.com/stevebob/wfc
Wave Function Collapse
https://github.com/danielbusaba/Rust-GPU
process images on the GPU
https://github.com/grenlight/fluid-webgpu
LBM fluid simulation
https://github.com/anlumo/cef
Safe Wrapper Around the Chromium Embedded Framework
Shading Language
- https://www.reddit.com/r/gamedev/comments/cis14v/good_starting_points_for_learning_to_write_shaders/
books, editors, viewers recommendations
Shading Language / GLSL
Shading Language / GLSL / https://www.khronos.org/opengl/wiki/Core_Language_(GLSL)
Shading Language / GLSL
- https://vulkano.rs/guide/mandelbrot
mandelbrot
Shading Language / HLSL
Shading Language / HLSL / https://github.com/KhronosGroup/glslang/wiki/HLSL-FAQ
Shading Language / HLSL
- https://www.khronos.org/assets/uploads/developers/library/2019-siggraph/Vulkan-06-DXC-Update_SIGGRAPH_Jul19.pdf
Make HLSL a first-class citizen for Vulkan
Shading Language / GLSL vs HLSL
- https://docs.unity3d.com/2020.1/Documentation/Manual/SL-GLSLShaderPrograms.html
use of raw GLSL is only recommended for testing, or when you know you are only targeting Mac OS X, OpenGL ES mobile devices, or Linux. In all normal cases, Unity will cross-compile Cg/HLSL into optimized GLSL when needed
- https://www.reddit.com/r/rust_gamedev/comments/cgaeuu/graphics_programming_hlsl_vs_glsl/eukphqa/
alien binding model: GLSL can easily specify descriptor sets and bindings, while HLSL was to resort to a parser-specific attribute magic to specify them
Shading Language / WSL (formerly WHLSL)
OpenGL
- https://www.reddit.com/r/rust/comments/eh7wkx/the_state_of_ggez_2020/fcj2hyq/
OpenGL is never going to magically become an API that works everywhere portably
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