this post was submitted on 12 Mar 2024
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[–] vox@sopuli.xyz 9 points 5 months ago* (last edited 5 months ago) (1 children)

take both and use webgpu/wgpu

[–] MonkderZweite@feddit.ch -4 points 5 months ago (1 children)

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.

[–] vox@sopuli.xyz 4 points 5 months ago* (last edited 5 months ago) (1 children)

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 1 points 5 months ago* (last edited 5 months ago) (1 children)

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

[–] vox@sopuli.xyz 1 points 5 months ago* (last edited 5 months ago) (1 children)

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 1 points 5 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