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#wgpu

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Poire<p>Hi everyone!</p><p>I added (basic) Text Rendering to my engine. I can now load fonts, add a TextInstance components to nodes and voila! </p><p>I also added a widget to play the game in the editor!</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Poire<p>Little progress report on my rust game engine.</p><p>I can now serialize/deserialize the scene, add and edit the camera directly in the editor and see a volume representing the camera + bug fixes.</p><p>I feel I'm getting close to a point where I can use this to make my game prototypes!</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Poire<p>All right so today I worked on my editor again. </p><p>I can now create materials, add a components to node (Like the mesh renderer). </p><p>The inspector show the properties of the mesh renderer. It can then be assigned a mesh, and I can select which texture to use for the albedo color.</p><p><a href="https://mastodon.social/tags/gamdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamdev</span></a> <a href="https://mastodon.social/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Poire<p>All right so I'm a bit slow lately, but the game editor is starting to come together!</p><p>Using egui I finally manage to make a sort of treeview with drag and drop support.</p><p><a href="https://mastodon.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.social/tags/egui" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>egui</span></a> <a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
John-Mark Gurney<p>Really wish there was an easy and/or documented way for me to see what the shader program gets compiled to. Partly so I can understand the GPU architecture better, but also to know how it's compiling and optimizing the code.</p><p>I have gotten naga to run and convert to metal, but still, it's not compile/optimized yet.</p><p><a href="https://flyovercountry.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://flyovercountry.social/tags/WebGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WebGPU</span></a></p>
Kernel Bob<p>In 2022 I explored wgpu and made this rotating cube demo. In the last three years, it stopped running. Today I debugged it and got it running again. I didn't actually find the bug, but narrowed it down to a dependency. I upgraded the dependency I was using by 37 versions and rewrote my code to use the current API.</p><p>Anyway, it works again. I'd forgotten what a lot of work I'd put into this.</p><p>E.g., note the reflected glow on the floor and the bloom around the LEDs.</p><p>🧵?</p><p><a href="https://chaos.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://chaos.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a></p>
John-Mark Gurney<p>Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.</p><p>Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)</p><p><a href="https://flyovercountry.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://flyovercountry.social/tags/GPUCompute" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GPUCompute</span></a></p>
Ivan Enderlin 🦀<p>`vello_svg`, <a href="https://github.com/linebender/vello_svg" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/linebender/vello_sv</span><span class="invisible">g</span></a>.</p><p>An integration to render SVG files with Vello.</p><p>Play with it in the browser, <a href="https://linebender.org/vello_svg/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">linebender.org/vello_svg/</span><span class="invisible"></span></a>.</p><p><a href="https://floss.social/tags/svg" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>svg</span></a> <a href="https://floss.social/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://floss.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://floss.social/tags/vello" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vello</span></a> <a href="https://floss.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a></p>
Ivan Enderlin 🦀<p>Vello, <a href="https://github.com/linebender/vello" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/linebender/vello</span><span class="invisible"></span></a>.</p><p>Vello is a 2D graphics rendering engine written in Rust, with a focus on GPU compute. It can draw large 2D scenes with interactive or near-interactive performance, using `wgpu` for GPU access.</p><p>The more I learn about Vello, the more I'm fascinated by the number of state-of-the-art techniques that are used. It's so rich.</p><p>e.g. Fast GPU bounding boxes on tree-structured scenes, <a href="https://arxiv.org/abs/2205.11659" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">arxiv.org/abs/2205.11659</span><span class="invisible"></span></a></p><p><a href="https://floss.social/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://floss.social/tags/engine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>engine</span></a> <a href="https://floss.social/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://floss.social/tags/2d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>2d</span></a> <a href="https://floss.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a> <a href="https://floss.social/tags/GPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GPU</span></a> <a href="https://floss.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
jbz<p>🦾 wgpu: A cross-platform, safe, pure-Rust graphics API. </p><p>「 wgpu is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.</p><p>The API is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno 」</p><p><a href="https://github.com/gfx-rs/wgpu" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/gfx-rs/wgpu</span><span class="invisible"></span></a></p><p><a href="https://indieweb.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://indieweb.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://indieweb.social/tags/webgl2" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>webgl2</span></a> <a href="https://indieweb.social/tags/webgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>webgpu</span></a> <a href="https://indieweb.social/tags/wasm" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wasm</span></a></p>
Orhun Parmaksız 👾<p>Pushing the limits of the terminal!</p><p>🌀 **tui-shader**: A library for using GPU shaders in TUI applications.</p><p>🐉 WIP - here be dragons.</p><p>🦀 Written in Rust &amp; built for <span class="h-card" translate="no"><a href="https://fosstodon.org/@ratatui_rs" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>ratatui_rs</span></a></span></p><p>⭐ GitHub: <a href="https://github.com/pemattern/tui-shader" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/pemattern/tui-shade</span><span class="invisible">r</span></a></p><p><a href="https://fosstodon.org/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://fosstodon.org/tags/ratatui" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ratatui</span></a> <a href="https://fosstodon.org/tags/tui" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>tui</span></a> <a href="https://fosstodon.org/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://fosstodon.org/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://fosstodon.org/tags/shaders" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>shaders</span></a> <a href="https://fosstodon.org/tags/terminal" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>terminal</span></a> <a href="https://fosstodon.org/tags/effects" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>effects</span></a> <a href="https://fosstodon.org/tags/commandline" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>commandline</span></a></p>
Az<p>Today I released my first (two) <a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> crates! 🎉<br>mesh_to_sdf generates a signed distance field from a 3D mesh and its client lets you visualize it to fine-tune the parameters (and more).</p><p>It's agnostic to your math library, so you start using it right now with <a href="https://mastodon.gamedev.place/tags/bevy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>bevy</span></a> <a href="https://mastodon.gamedev.place/tags/fyrox" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>fyrox</span></a> or your favorite math library / game engine.</p><p><a href="https://crates.io/crates/mesh_to_sdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">crates.io/crates/mesh_to_sdf</span><span class="invisible"></span></a><br><a href="https://crates.io/crates/mesh_to_sdf_client" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">crates.io/crates/mesh_to_sdf_c</span><span class="invisible">lient</span></a><br><a href="https://github.com/Azkellas/mesh_to_sdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Azkellas/mesh_to_sd</span><span class="invisible">f</span></a></p><p><a href="https://mastodon.gamedev.place/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Az<p>I've been wanting to move out from babylon to rust for my <a href="https://mastodon.gamedev.place/tags/genart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>genart</span></a> projects recently, but without losing the comfort of hot-reloading and no compile time.<br>Fast forward a bit and here it is! A <a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> template project with:<br>- native and wasm export<br>- shader hot reload<br>- rust hot reload<br>- egui integration<br>- wgsl preprocessor with imports<br>- three demos: a simple polygon, boids, and 3d raymarching </p><p>Feel free to try it out and play with it. Any feedback is welcome! ❤️ <br>⬇️<br><a href="https://github.com/Azkellas/rust_wgpu_hot_reload/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Azkellas/rust_wgpu_</span><span class="invisible">hot_reload/</span></a></p>