Show HN: Rore GUI – An Open Qt Alternative in Rust (WGPU, Zero-VDOM)

Rore는 Rust로 작성된 고성능 GPU 가속 UI 프레임워크로, WGPU와 Taffy 레이아웃 엔진을 기반으로 하며, 데이터 그리드와 Web3 터미널 같은 무거운 데스크톱 애플리케이션에 최적화되어 있습니다. GPU 인스턴싱, 수학적 픽셀 완성도, 부분 리드로우, 미세 반응성, 가상 리스트 등 고급 기능을 지원하며, 메모리 사용량은 약 130MB, CPU 사용률은 매우 낮아 효율적입니다. 현재는 알파 단계로 완전한 애플리케이션 개발에는 아직 미완성이지만, 크로스 플랫폼 성능과 GPU 직접 제어를 통한 고성능 UI 개발에 유망한 대안입니다.

https://github.com/davlatov-tech/Rore

#rust #gpu #uiframework #wgpu #reactivity

GitHub - davlatov-tech/Rore

Contribute to davlatov-tech/Rore development by creating an account on GitHub.

GitHub

Orbiter is a generative ambient music system for the web + Linux, macOS, Win, iOS, Android, available also as DAW plugins. Enjoy!

Orbiter has a built-in neural sequencer, to compose meditative music, or for you to compose together with it — driving physically modelled instruments.

https://orbiter.audio/blog/introducing-orbiter/

#dsp #vst #clap #ml #rust #webgpu #wgpu #wasm #ambient

Introducing Orbiter — Orbiter

A generative ambient system built around physically modelled handpan, gong, and singing bowl — composing in real time, never repeating.

Orbiter

That was an intense amount of time... A month? I lost track. I decided to rewrite my custom #cffi c2ffi translator (https://github.com/keelah-mt/cl-kl-c2ffi) in #coalton 

I’ve been running on fumes this week, tbh I got quite irritated by how slow the rewrite was going. That has nothing to do with Coalton of course - it is an incredibly nice language. The problem is that this project is just a tool to support my #commonlisp #wgpu bindings, and I’ve made zero progress on that since I last posted... which I now see was Feb 27...

Anyway, the rewrite performs better. Unlike my first attempt, it parses Wayland/X11/GLFW almost completely. There is one manual fix I need to do to load the GLFW bindings, and that's good enough for now. I can finally switch from handwritten GLFW bindings to generated ones! Once that is done, I'll be ready to resume work on WGPU. 

Unless I get distracted by Coalton!  What a nice language!

#lisp #programming

GitHub - keelah-mt/cl-kl-c2ffi: A custom c2ffi -> lisp translator with a twist!

A custom c2ffi -> lisp translator with a twist! Contribute to keelah-mt/cl-kl-c2ffi development by creating an account on GitHub.

GitHub
I am still developing my “grab a repo to build and run it” skills with #rust.
On my (mostly up to date) MacOS boxes this is fairly straightforward, but trying to coax code into building and running successfully on older hardware (eg ten year old raspberry pi) is harder and I’m still working out which things to fiddle on Cargo.toml to adjust how things are built. #GLEW #egui #wgpu

wgpu v0.29.0 is out 🎉

• get_current_texture → CurrentSurfaceTexture enum (no more SurfaceError)
• Display handle moved to InstanceDescriptor (winit friendly)
• Optional bind group layouts →full unbinding support
• WriteOnly<[u8]>for safe mapped buffer writes

#rust #wgpu

Link:WebGPU Data Memory Layout

Colors are not mine, this is just how #wgpu-native has it 

I finally looked up the story about Lemonodor, so yeah, I am way late to that party... I don't even understand why I am doing #commonlisp, but for some reason, I find it addictive.

And so, after 3 months of pretty intense work, I proudly present this beauty—THE TRIANGLE!!! 

It’s the wgpu-native triangle example implemented in CL with the #wgpu bindings lib I’ve been working on. I hope I can now exhale, relax, and take a small break. And then jump into it again. Refreshed. A bit, at least.

There’s going to be a lot of work to clean up the mess I made while zerg rushing things with my brain cells in these past 3 months before I start expanding the API. I hope wgpu-native will continue to bless me with smooth rendering and zero crashes. 🤞

https://github.com/keelah-mt/cl-kl-wgpu

#cffi #lisp #programming

Shoutout to @juretriglav 's "Surfel-based global illumination on the web"

Genuinely one of the best posts I have ever seen. If you are interested in #GI #wgpu or #rendering and #graphics in general, I definitely recommend it.

I love playing around with the multi-scale mean estimator :D

https://juretriglav.si/surfel-based-global-illumination-on-the-web/

Surfel-based global illumination on the web

Can we use WebGPU to compute real-time global illumination with surface patches called surfels? Does it look good enough? Is it fast enough? And can we finally construct viable compute-heavy rendering pipelines right here on the open web? Join me on this journey and let's find out!

Jure Triglav
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 to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked https://github.com/Traverse-Research/gpu-allocator, which is also used by wgpu's Vulkan and D3D12 backends.
GitHub - Traverse-Research/gpu-allocator: 🦀 GPU memory allocator for Vulkan, DirectX 12 and Metal. Written in pure Rust

🦀 GPU memory allocator for Vulkan, DirectX 12 and Metal. Written in pure Rust - Traverse-Research/gpu-allocator

GitHub

Awesome to see that @zed is adopting #wgpu as renderer on Linux \o/

https://github.com/zed-industries/zed/pull/46758

gpui: Remove blade, reimplement linux renderer with wgpu by zortax · Pull Request #46758 · zed-industries/zed

The blade graphics library is a mess and causes several issues for both Zed users as well as other 3rd party apps using GPUI. This PR removes blade and implements the linux platform using wgpu whic...

GitHub