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Posts tagged #WGPU

Original post on rheinneckar.social

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 […]

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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

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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

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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

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Tame Impala via ray tracing experiments
Rust + WGSL
Note: no physics 😁
#wgpu

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A screenshot of the effect, showing complex spiralling strands of white material.

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

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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

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Rorschach via monte carlo integration of a domain warped vector field 🙂

#creativecoding #wgpu #rorschach

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some compute shader session for relaxinh 🙂
"strange galaxy" 😙
rust + wgsl
#creativecoding #wgpu #rustlang

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Added recording to the engine, expect GIFs :)

#wgpu #rustlang #indiedev

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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

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DwarfWorldGame - Twitch My name is Alex and this is my channel where I work on various rust projects

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

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These animations tickle something in my brain in a good way

#gamedev #wgpu #jailang

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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

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Making a Simulation Game with Procedural 3D Art
Making a Simulation Game with Procedural 3D Art YouTube video by Will Kwan

First 3 months working full-time on my colony sim game with the @bevy.org engine: youtu.be/xsxvuzM5Oyg

#proceduralgeneration #gamedev #indiegame #rust #wgpu

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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

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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

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also ported on my rust + wgsl -wgpu based- engine too 🦀:

rust back:
github.com/altunenes/cu...
wgsl shader:
github.com/altunenes/cu...

#rustlang #wgpu

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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

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Join the Dwarf World Discord Server! Colony simlulation game with Dwarves, Chickens and who knows what else!!! | 41 members

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...

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Alkanen (@zehreken@mastodon.art) Attached: 1 video Got carried away with mazes and ended up adding them to my renderer. Each frame generates a new maze on all faces. Not sure where this is going, and as Picasso said: "To know what y...

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

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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

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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

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EuroRust 2025 – October 9 & 10, Paris & online EuroRust is a 2 day conference for the European Rust community – October 9 & 10, 2025 – in Paris & online

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

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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

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Screenshot showing the Slint's bevy integration example

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

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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/

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Isometric game with dwarves and a few furniture items visible (bedframe, door, chair)

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

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Making solid progress on my custom engine #rust #wgpu #gamedev

Thanks to Rust and extensive GPU profiling, feeling confident about not having crashes mid-session—the worst thing in gaming, if you ask me.

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7/15 Multi-Platform Support: WGPU is a backend. Why no OpenCL? @wingertge says OpenCL needs a new runtime; Vulkan can use the existing WGPU runtime. Metal support is also discussed. 💻 #WGPU #Vulkan #Metal

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