Comments (5)
Hi. This crate is in maintenance mod.
No new features are expected.
Currently it is used by Amethyst game engine primarily.
So instead of fixing design flaws that makes it hard to use I moved to create new library using knowledge I acquired creating rendy. Which is not ready for public use yet.
If you state your use case I can give you an advice on what library to use instead.
from rendy.
Thanks for your suggestion!
But does it use a real graphics backend like Vulkan or Direct3D11 for Desktop?
Because I'm not interested in web support so I don't want to loose any performance for Web support...
Yes, it uses gfx-hal, which itself is essentially a Vulkan portability layer, forwarding calls directly to Vulkan when Vulkan is supported and mapping them onto Metal/DX12/OpenGL(in theory) when not available.
from rendy.
Hey thanks for your answer!
I really don't know which library to use. Back in C++ I used bgfx. I want a graphics library which abstracts away too low level stuff (Vulkan) for me. I like it at the level of OpenGL or Direct3D11. Vulkan or Direct3D12 are too low level for me but I would still like to use them as backend. I considered gfx-hal but it seems very low level too. I'm going to create a 3d game engine with and I'll port a game from my old C++ engine to it. So the graphics library should be fast as it has massive physics and effects simulation.
Also since I will use my engine commercially It should be a library well supported (LTS) because I do not want to rewrite the whole rendering code after 2 or 3 years :(
What crate should I use?
Best Regards,
Mario
from rendy.
Then wgpu-rs would be a best option.
It is project made by people behind gfx-hal. Uses gfx-hal internally and provides level of abstraction similar to OpenGL.
It is rust implementation of WebGPU API that will be used in Firefox (or already).
In time you will be able to run it on both desktop and browser platforms at least.
It is possible that someone would port it to consoles one day.
from rendy.
Thanks for your suggestion!
But does it use a real graphics backend like Vulkan or Direct3D11 for Desktop?
Because I'm not interested in web support so I don't want to loose any performance for Web support...
from rendy.
Related Issues (20)
- Flaw in doc?
- Building issues HOT 1
- Issue with triangle example HOT 1
- [Q] How to enable a rendering backend for project? HOT 10
- Can't run triangle example on MAC with metal backend HOT 6
- Issues with the triangle example and vulkan on windows HOT 8
- shader reflection BindingsMismatch if using a binding in one shader not used by other shaders of the same shader program. HOT 1
- Generate vertex tangents for OBJ files HOT 1
- Using LinearAllocator for non-CPU-visible memory HOT 1
- Using DynamicAllocator for large allocations HOT 2
- Image count not supported HOT 2
- Port to gfx-hal-0.5 HOT 2
- MeshBuilder::with_prim_type does nothing HOT 2
- Render pass with no attachments causes subtraction underflow. HOT 1
- missing depth_stencil on SimpleGraphicsPipelineDesc causes crashes HOT 4
- Add examples folder HOT 2
- PresentMode isn't configurable (aka Rendy forces vsync)
- [MAINTENANCE] post build timings to PRs
- upgrade gfx to 0.6 to fix MacOS
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from rendy.