• MonkderZweite@feddit.ch
      link
      fedilink
      arrow-up
      1
      arrow-down
      5
      ·
      8 months ago

      That’s for webapps tho?

      Please make simple webpages and apps not in web, webapps are bloated and software as a service is not future proof. Plus, they almost never work for me.

      • voxel@sopuli.xyz
        link
        fedilink
        arrow-up
        4
        ·
        edit-2
        8 months ago

        no, it’s not. wgpu maps/translates calls to webgpu (duh) , webgl, opengl, gles, vulkan, dx11, software rendering etc depending on what platform it’s running on.
        it’s a bit bloated since you’re basically including code for all backends but whatever, final executables are still like 5 mb.
        no web involved unless you want to

        • AVincentInSpace@pawb.social
          link
          fedilink
          English
          arrow-up
          1
          ·
          edit-2
          8 months ago

          wgpu is a Rust library. Using it from programs they are not written in Rust, such as Godot games, poses a significant challenge.

          • voxel@sopuli.xyz
            link
            fedilink
            arrow-up
            1
            ·
            edit-2
            8 months ago

            well there’s also dawn for c++, which is also an implementation of webgpu.
            wgpu also has official c/c++ bindings.

            btw you probably don’t need a low-level gpu library if you’re already using a game engine…

            • AVincentInSpace@pawb.social
              link
              fedilink
              English
              arrow-up
              1
              ·
              8 months ago

              btw you probably don’t need a low-level gpu library if you’re already using a game engine…

              the low level graphics library calls have to be implemented somewhere, don’t they? if i’m one of the developers of the Godot engine, and I’m writing Godot in C++, I’m not going to use a Rust graphics library