• voxel
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    4 months ago

    take both and use webgpu/wgpu

    • MonkderZweite@feddit.ch
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      4 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
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        4 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
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          4 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
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            4 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
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              4 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