So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative […]
Semaine 4 : Le moteur prend forme ! 🏗️
Pas de visuel aujourd'hui, que de la tech ! J'ai réorganisé mon code pour séparer le moteur du jeu. L'objectif : une architecture propre type Unity ou Godot pour la suite. 🦀
#RustLang #GameDev #WGPU
Semaine 3 : J'ai tout cassé 🛠️
Retour au carré mais passage sur WGPU. Objectif : comprendre comment Rust parle au hardware.
Pipeline, Shaders, Buffers... la courbe est rude mais le contrôle est total. 🦀
#RustLang #WGPU #GameDev
r/osdev u/Charming-Designer229 : (2y ago)
"Is it a crazy idea to create a 3D operating system?"
u/re-sheosi :
"UX: How is the user going to interact with this...?
"Technical:..." #OpenGL #Vulkan #bgfx #dawn #magma #wgpu #Rust
#raycasting #physics
https://www.reddit.com/r/osdev/s/9uJthASStD
Tame Impala via ray tracing experiments
Rust + WGSL
Note: no physics 😁
#wgpu
A screenshot of the effect, showing complex spiralling strands of white material.
I wrote about creating intricate twisty shapes by integrating divergence-free fields, using Rust, wgpu and compute shaders!
github.com/MagnusThor/s...
You can run the effect in a WebGPU-enabled browser here: canmom.art/noodles/
src: github.com/canmom/noodles
#demoscene #graphics #wgpu #rust
We got Mesh Shaders to work on #wgpu!
github.com/gfx-rs/wgpu/issues/7197
Mesh pipelines are great for many things such as skinning, LODs, and procedural meshes.
#WebGPU #Shader #Gamedev
Rorschach via monte carlo integration of a domain warped vector field 🙂
#creativecoding #wgpu #rorschach
some compute shader session for relaxinh 🙂
"strange galaxy" 😙
rust + wgsl
#creativecoding #wgpu #rustlang
Finally, after 2 weeks of hard work, i have gotten to the point I was at 1 month ago:
Needed to use #rust-lang #wgpu instead of openFrameworks because OF doesn't seem to work inside an isolated build environment, and only winit + wgpu seems to work on wayland for me
Streaming now some gamedev in Rust with my own engine:
Twitch: www.twitch.tv/dwarfworldgame
Or Youtube: www.youtube.com/watch?v=UGpg...
#gamedev #indiedev #indiegames #rust #wgpu
Hi everyone!
I added (basic) Text Rendering to my engine. I can now load fonts, add a TextInstance components to nodes and voila!
I also added a widget to play the game in the editor!
#gamedev #rust #wgpu
First 3 months working full-time on my colony sim game with the @bevy.org engine: youtu.be/xsxvuzM5Oyg
#proceduralgeneration #gamedev #indiegame #rust #wgpu
Little progress report on my rust game engine.
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.
I feel I'm getting close to a point where I can use this to make my game prototypes!
#gamedev #rust #wgpu
All right so today I worked on my editor again.
I can now create materials, add a components to node (Like the mesh renderer).
The inspector show the properties of the mesh renderer. It can then be assigned a mesh, and I can select the texture to use for the albedo
#gamdev #indiedev #rust #wgpu
also ported on my rust + wgsl -wgpu based- engine too 🦀:
rust back:
github.com/altunenes/cu...
wgsl shader:
github.com/altunenes/cu...
#rustlang #wgpu
All right so I'm a bit slow lately, but the game editor is starting to come together!
Using egui I finally manage to make a sort of treeview with drag and drop support.
#wgpu #rust #egui #gamedev
Streaming some work on Dwarf World every Sunday at 19:00 PM BST. You can join the discord and be notified about progress and other things here:
#gamedev #indiedev #rust #wgpu
discord.gg/kgnmAnuz?eve...
Me dejé llevar por los laberintos y acabé añadiéndolos a mi renderizador. Cada fotograma genera un nuevo laberinto en todas las caras. No estoy seguro a dónde va esto, y como dijo Picasso: "Para saber lo q vas a dibujar, tienes q empezar a dibujar" #generativeArt #wgpu #rustlang #creativeCoding
Continuing building my game. Jai language enables me to do things so much faster and cleaner than other languages I tried. Even though the engine is built from the ground up, most features are so easy to implement
#jailang #wgpu #gamedev
Hi everyone.
I apologize if the updates are slow, but my brain just doesn't work during heatwaves and also I've decided to switch to a full rust stack.
I moved from Vulkan/SDL/Imgui to WGPU, Winit and Egui.
As you can see it's going well
#rust #wgpu #gamedev
Async meets GPU compute. Shaders + Tokio working together. It’s not production-ready, but it’s real, and it works. Ada will walk through what’s smooth, what’s clunky, and where this all might go.
➡️ eurorust.eu/talks/buildi...
#RustLang #WGPU #Tokio #AI
🧵2/2
This has so much potential...
🌀 ratatui-wgpu — A wgpu based rendering backend for Ratatui
✨ Now supports a customizable CRT shader pipeline
🌐Runs on web & desktop!
🦀 Written in Rust & built with @ratatui.rs
⭐ GitHub: github.com/Jesterhearts...
#rustlang #ratatui #tui #wgpu #crt #shader
Screenshot showing the Slint's bevy integration example
👀 Another sneak peek at what's coming in Slint 1.12: integration with the #wgpu rust crate.
This opens the door to combining #Slint UIs with 3D scenes from engines like Bevy 🎮🖼️
Check out the example: 🔗 github.com/slint-ui/sli...
#RustLang #MadeWithSlint #BevyEngine
Been working on a #bevy engine tool to load vrma anims in the browser. based on @unavi_xyz
vrm_viewer. Currently allows you to drop-in valid vrma anims
I'm not the best with rust, but hoping to make it a full bevy tool soon. #artofnia #wgpu #screenshotsaturday
🔗 dexter30.github.io/bevy_vrma/
Isometric game with dwarves and a few furniture items visible (bedframe, door, chair)
Added a few furniture wooden items: chairs, beds, bed frames, doors
-Re-enabled spawning of other ground types)
-Fixed some animations issues where dwarves jumped around.
-Allow spawning items bigger than one cell (bed is 2x2)
#gamedev #rust #wgpu