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    gfx-rs Blog

    gfx-rs.github.io · Company blog · on HN since 2017

    The blog of the gfx-rs and wgpu developers, covering Rust graphics libraries, Vulkan portability, WebGPU and multithreading.

    Visit blogHN submissions
    ProgrammingLanguages & CompilersGames
    What HN says

    HN links it for updates on wgpu, its WebGPU implementation and its use in Firefox and Servo, and commenters cite posts on arcanization and its architecture.

    Stats for nerds
    19HN people shared it
    21linked in comments
    1.2Kstory points
    Jun 2024last shared
    2018people per year2024

    Top posts on HN

    1. 1
      The rise of wgpu
      3 people · 285 points · first shared 2019 · 74 comments on HN
    2. 2
      Wgpu-rs on the web
      2 people · 234 points · first shared 2020 · 59 comments on HN
    3. 3
      Wgpu-0.10 released: WebGPU implementation now in pure Rust
      1 person · 216 points · first shared 2021 · 83 comments on HN
    4. 4
      Portability benchmark of Dota2 on MacOS
      1 person · 187 points · first shared 2018 · 27 comments on HN
    5. 5
      Bringing Vulkan everywhere
      3 people · 148 points · first shared 2018 · 63 comments on HN
    6. 6
      RPCS3 and Dolphin on macOS using gfx-portability
      1 person · 89 points · first shared 2018 · 33 comments on HN
    7. 7
      5-year anniversary of gfx-rs project: the portable graphics in Rust
      1 person · 7 points · first shared 2019 · Discussion on HN
    8. 8
      Gfx-rs nuts and bolts
      1 person · 4 points · first shared 2017 · Discussion on HN
    9. 9
      Wgpu Alliance with Deno
      1 person · 4 points · first shared 2021 · Discussion on HN
    10. 10
      This Year in Wgpu – 2021
      2 people · 3 points · first shared 2021 · Discussion on HN

    What HN people wrote when they linked it

    • lambdaJun 2018

      They do make some money on Macs, and Mac software, but not nearly as much as on iOS.

      Providing macOS gives a developer and designer platform for iOS. That is really important for them. So Metal being available on macOS is important for that reason. But it's also important in that the Mac platform is still important, just not nearly as important as iOS.

      OpenGL doesn't really have much of a future. Everyone is moving towards the next generation frameworks. It just happens that there was a lot of uncertainty about whether OpenGL could adapt or whether there would be a successor, and during that time Apple decided to invest in developing Metal. It wasn't until a couple of years later than Vulkan was released.

      In the meantime, Apple has built up quite a lot of tooling around Metal.

      And it's not like it's that difficult to write cross platform apps that target the Mac. If you write against major engines, they will already have support for the different backends. If you are writing your own software, you can still target OpenGL, or you can target Vulkan and use MoltenVK to run it on macOS.

      And for the next several years, people writing portable software are going to have to either just target OpenGL, for compatibility with older graphics cards, or maintain at least two backends, OpenGL and Vulkan. Given that lots of games target DirectX first, and consider any of the cross-platform frameworks a porting effort, Apple probably doesn't consider it a big loss to add one more…

    • mrecNov 2020

      No, separate project, although both Servo and Gecko (the C++ Firefox codebase) are aiming to use it.

      This diagram [1] kvark posted the other day might help. (I think dotted-outline boxes indicate external components, but couldn't swear to it.)

      [1] https://gfx-rs.github.io/2020/11/16/big-picture.html

    • dc443Jun 2024

      Do you know if these things I found offer any hope for being able to continue rendering a scene smoothly while we handle GPU memory management operations on worker threads?

      https://gfx-rs.github.io/2023/11/24/arcanization.html

      https://github.com/gfx-rs/wgpu/issues/5322

    • TobuSep 2019

      kvark is developping the wgpu implementation for Mozilla

      https://news.ycombinator.com/item?id=20954885

      https://gfx-rs.github.io/2019/03/06/wgpu.html

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