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Slint<p>👀 Another sneak peek at what's coming in Slint 1.12: integration with the <a href="https://fosstodon.org/tags/wgpu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>wgpu</span></a> rust crate.<br>This opens the door to combining <a href="https://fosstodon.org/tags/Slint" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Slint</span></a> UIs with 3D scenes from engines like Bevy 🎮🖼️<br>Check out the example: 🔗 <a href="https://github.com/slint-ui/slint/tree/master/examples/bevy" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/slint-ui/slint/tree</span><span class="invisible">/master/examples/bevy</span></a><br><a href="https://fosstodon.org/tags/RustLang" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>RustLang</span></a> <a href="https://fosstodon.org/tags/MadeWithSlint" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MadeWithSlint</span></a> <a href="https://fosstodon.org/tags/BevyEngine" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>BevyEngine</span></a></p>
Luigi311<p>Out of curiosity do any of the <a href="https://mastodon.social/tags/mobilelinux" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>mobilelinux</span></a> devices support WGPU? I have tested both <a href="https://mastodon.social/tags/FLX1" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>FLX1</span></a> and <a href="https://mastodon.social/tags/PPP" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PPP</span></a> and neither one seems to work even though WGPU supports GLES and they both support GLES 3 but seems like WGPU doesnt work on it even if glxgears does. I opened a ticket for FLX1 a while back but I marked it as potentially a halium based issue. </p><p>I want to see if any other device is working before i open a mobile linux ticket</p><p><a href="https://mastodon.social/tags/WGPU" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>WGPU</span></a> <a href="https://mastodon.social/tags/linuxmobile" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>linuxmobile</span></a> <a href="https://mastodon.social/tags/pmos" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>pmos</span></a> <a href="https://mastodon.social/tags/postmarketos" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>postmarketos</span></a> <a href="https://mastodon.social/tags/mobian" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>mobian</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 noreferrer" 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 noreferrer" target="_blank">#<span>wgpu</span></a> <a href="https://indieweb.social/tags/rust" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>rust</span></a> <a href="https://indieweb.social/tags/webgl2" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>webgl2</span></a> <a href="https://indieweb.social/tags/webgpu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>webgpu</span></a> <a href="https://indieweb.social/tags/wasm" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>wasm</span></a></p>
AdeptVeritatis<p><span class="h-card" translate="no"><a href="https://mastodon.social/@rust_discussions" class="u-url mention" rel="nofollow noopener noreferrer" target="_blank">@<span>rust_discussions</span></a></span> </p><p>Nice article.</p><p>Missed <a href="https://social.tchncs.de/tags/egui" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>egui</span></a> / eframe in the list of game frameworks. It also comes with <a href="https://social.tchncs.de/tags/vulkano" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>vulkano</span></a> and <a href="https://social.tchncs.de/tags/wgpu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>wgpu</span></a> bindings (3rd party).</p><p>I use egui + winit + vulkano in a video mixer / synthesizer app:<br><a href="https://gitlab.freedesktop.org/AdeptVeritatis/pw-videomix" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">gitlab.freedesktop.org/AdeptVe</span><span class="invisible">ritatis/pw-videomix</span></a></p><p>And eframe + wgpu in a sign language dictionary app:<br><a href="https://gitlab.freedesktop.org/AdeptVeritatis/lisa" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">gitlab.freedesktop.org/AdeptVe</span><span class="invisible">ritatis/lisa</span></a></p><p>Both have a surprisingly good performance for being that unoptimized (not even using buffer pools).</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 noreferrer" target="_blank">@<span>ratatui_rs</span></a></span></p><p>⭐ GitHub: <a href="https://github.com/pemattern/tui-shader" rel="nofollow noopener noreferrer" 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 noreferrer" target="_blank">#<span>rustlang</span></a> <a href="https://fosstodon.org/tags/ratatui" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ratatui</span></a> <a href="https://fosstodon.org/tags/tui" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tui</span></a> <a href="https://fosstodon.org/tags/gpu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gpu</span></a> <a href="https://fosstodon.org/tags/wgpu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>wgpu</span></a> <a href="https://fosstodon.org/tags/shaders" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>shaders</span></a> <a href="https://fosstodon.org/tags/terminal" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>terminal</span></a> <a href="https://fosstodon.org/tags/effects" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>effects</span></a> <a href="https://fosstodon.org/tags/commandline" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>commandline</span></a></p>
havchr<p>Getting the depth buffer to work was supposed to be trivial - but I had to update wgpu, and then I had to update the winit package as well, and then all sorts of code broke, and now I am considering lifetimes - both my own and Rusts concept of lifetimes. And also, all keyboard handling changed from VirtualKeyCodes to PhysicalKey::Code or something. <br>FML - I have entered the Malcolm in the middle meme of changing lightbulbs. All I wanted was some depth(buffer) in my life. <a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/demoscene" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>demoscene</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 noreferrer" 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 noreferrer" target="_blank">#<span>bevy</span></a> <a href="https://mastodon.gamedev.place/tags/fyrox" class="mention hashtag" rel="nofollow noopener noreferrer" 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 noreferrer" 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 noreferrer" 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 noreferrer" 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 noreferrer" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" 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 noreferrer" 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 noreferrer" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener noreferrer" 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 noreferrer" 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>