Shifting focus to audio next but got carried away with rendering experiments. Not sure this qualifies as an environment, maybe a poor man's Sponza. #wgpu #rustlang #rendering #rust #generativeArt #forma #creativeCoding
Shifting focus to audio next but got carried away with rendering experiments. Not sure this qualifies as an environment, maybe a poor man's Sponza. #wgpu #rustlang #rendering #rust #generativeArt #forma #creativeCoding
Finally found the issue. It was color correction, again. Linear on the left and gamma corrected on the right. Realism aside, I’ve always liked high contrast. #wgpu #rustlang #rendering #rust #forma #generativeArt #creativeCoding
One thing I still don’t understand is colors and texture formats. I see different colors on different computers and also between real-time rendering and saved images. I’m not even sure which one is correct anymore. And this massive enum is not helping. #wgpu #rustlang #rendering #rust #forma
My little raymarcher now has raymarched reflections. Still working on the look. 🏗️
https://github.com/wesfly/wgpu-raymarcher
#wgpu #rust #raymarching #gamedev #graphics #game #development
Follow up with another simple effect: inverted colors. I think it’s time to start putting some work into audio now. #rustlang #wgpu #rendering #rust #generativeArt #creativeCoding #forma
One of the reasons I started this project was to learn compute shaders and eventually process audio. Today I finally got to the fun part: experimenting! There’s still a lot to iron out, but here’s a simple real-time pixelation post-processing effect. #rustlang #wgpu #rendering #rust #creativeCoding #generativeArt #forma
I'm adding render passes one by one and everything is coming together nicely except some minor issues. :) #rustlang #wgpu #rust #creativeCoding #generativeArt #forma #rendering
CubeCL: GPU Kernels in Rust for CUDA, ROCm, and WGPU
Looks like a step back but it is actually the opposite. Finally got rendering to a texture working. Took a while and I learned the hard way how slow CPU-GPU communication can be. I'm also fiddling with Unreal Engine on the side, lots to juggle but good progress. #rustlang #rust #wgpu #generativeArt #creativeCoding #rendering #forma
Out of curiosity do any of the #mobilelinux devices support WGPU? I have tested both #FLX1 and #PPP and neither one seems to work even though WGPU supports GLES and they both support GLES 3 but seems like WGPU doesnt work on it even if glxgears does. I opened a ticket for FLX1 a while back but I marked it as potentially a halium based issue.
I want to see if any other device is working before i open a mobile linux ticket
Made my own tiny wgpu raymarcher: https://codeberg.org/wesfly/wgpu_raymarching. Built with Rust + wgpu + WGSL shaders. Features real-time SDF scene, smooth object blending, camera controls, and FPS limiting. I'm still working at it. 🧑🔧
#wgpu #rust #graphics #raymarching
Planned to work on audio, but adding support for different materials sounded better. Here's a messy scene just to show it off. Designing a proper architecture was tricky. It is far from perfect, but I gained a lot of insight. #rustlang #wgpu #rendering #creativeCoding #generativeArt #forma
Finally added a basic point light. Even something this simple takes a lot of groundwork. Now it's time to add some beats. #rustlang #wgpu #rendering #forma #generativeArt #creativeCoding
Progress update with a video that might be a little annoying: I added modulation with an LFO and some UI (of course, using egui). Now I can synthesize some spooky sounds! #rustlang #wgpu #generativeArt #creativeCoding #audio #forma #rendering
🦾 wgpu: A cross-platform, safe, pure-Rust graphics API.
「 wgpu is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
The API is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno 」
Finally added the ability to save renders to disk instead of capturing the screen. I also added basic noise as a post-process, which definitely adds depth to the images, though technically it lowers the quality. I like where this is going. #wgpu #rustlang #rendering #creativeCoding #forma #generativeArt
@lobsters Wgpu is great, but its documentation is just... bad. The only guide on the internet is a guide which uses Winit (which is basically a dead API at this point) and it only goes as far as instancing.
I'd love to use a pure rust graphics library, but at the moment I'm going to stick to OpenGL and Bevy due to the terrible documentation of Wgpu.
I do hope Wgpu improves that in the future, as it is definitely the future of Rust graphics programming!
Fixed the gritty sound issue! Turns out it was a classic floating-point precision problem. I think the high update frequency in audio makes these bugs show up much faster than in gameplay or graphics code. #wgpu #rustlang #rendering #forma #generativeArt #audio #creativeCoding
Added a sequencer with signal ramping for smoother transitions. It does get a bit gritty over time though, something to refine later. #rustlang #wgpu #creativeCoding #generativeArt #audio #forma #rendering
Finding time is tough, but I recently added a sphere primitive with UV mapping, it's wrapped nicely. I enjoy experimenting with colors and think some overall noise could look great. Maybe I'll add it with a post-process effect. That said, I need to focus on audio. #rustlang #wgpu #generativeArt #creativeCoding #forma #rendering