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Hey guys I have some questions regarding this game engine:
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Hey, thanks for the questions! I think there's a bit of a misunderstanding here: rust-gpu is not a game engine, but rather a way to program shaders in rust. In that sense, rust-gpu is designed to be used as a shader language for other frameworks or game engines - at the moment, there's not even any opinions around how the CPU side binding model behaves. The usual behavior is that the output of rust-gpu, shader modules, are loaded via vulkan into whatever framework/engine - whether that's
Because it's not a game engine, I think this question doesn't really apply - there is no CPU-side code when using rust-gpu, so nothing like ECS or similar.
Yes! We're using it internally in some of our game projects, which you can read about here. I believe there are also efforts to integrate it into bevy, and perhaps some community folks are using it in wgpu/etc.
No GUI or whatever - it's "just" a shading language.
Both 2D and 3D shaders are supported! Whatever a GLSL shader can do, rust-gpu can do too.
I guess GPUs are multithreaded? 😛
Apples and oranges! Rust-gpu would be used by something like bevy, not replace it.
If you'd like, sure! rust-gpu shaders are known to work with wgpu (although naga has quite a few bugs in it - we recommend using wgpu's spirv bypass features). rust-gpu shaders can also be used in ash, and however esoteric wrapper of vulkan or spirv-cross you can think of.
I think it'd be the other way around - egui would use rust-gpu to implement its own rendering functionality! (I don't believe egui uses rust-gpu, though)
rust-gpu is dual licensed under apache-2.0 and MIT (the license pretty standard in the rust community). Please refer to those licenses for usage information! |
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Hey, thanks for the questions! I think there's a bit of a misunderstanding here: rust-gpu is not a game engine, but rather a way to program shaders in rust. In that sense, rust-gpu is designed to be used as a shader language for other frameworks or game engines - at the moment, there's not even any opinions around how the CPU side binding model behaves. The usual behavior is that the output of rust-gpu, shader modules, are loaded via vulkan into whatever framework/engine - whether that's
ash
,wgpu
, orbevy
.