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Nannou: Creative Coding Toolkit for Rust

nannou.cc

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Re: Nannou: Creative Coding Toolkit for Rust

#21

An Instagram user I follow has a bunch of Nannou demos (unsure if this is also the project's author): https://www.instagram.com/mactuitui/ Nannou has a pretty long initial setup and build time (about 15 minutes on macOS for me) compared with Processing and similar, but it's worth exploring for the scope and goals it has: https://guide.nannou.cc/why_nannou.html#goals .

Thanks for the link! I'm not directly involved in the project (yet), but the team has been so nice to me over the last six months I've been using nannou daily that when they wanted to feature my dailies on the site, of course I said yes!

Your art is beautiful! Thanks for making it.

Re: Nannou: Creative Coding Toolkit for Rust

#22

An Instagram user I follow has a bunch of Nannou demos (unsure if this is also the project's author): https://www.instagram.com/mactuitui/ Nannou has a pretty long initial setup and build time (about 15 minutes on macOS for me) compared with Processing and similar, but it's worth exploring for the scope and goals it has: https://guide.nannou.cc/why_nannou.html#goals .

Thanks for the link! I'm not directly involved in the project (yet), but the team has been so nice to me over the last six months I've been using nannou daily that when they wanted to feature my dailies on the site, of course I said yes!

Here i am just browsing hacker news stumbling across one of my favorite art instagram accounts. cheers to u!

Re: Nannou: Creative Coding Toolkit for Rust

#23
post #16

Learning rust while doing the raytracer challenge. this Looks amazing! does it work with wasm?

It has moved to Vulkan, so unlikely...

Hey kvark, I really appreciate all the work you're putting into the Rust graphics ecosystem!

Just fyi, we are closely watching both wgpu-rs and rendy and will continue to do so over the next couple of months. Vulkano has been a mission to use to say the least, maintainership is dwindling (most of the recent PRs are from us), and the Rust graphics landscape has changed quite a bit since we made the decision to use it almost a year ago. Both wgpu and rendy seem like strong contenders for the future of nannou's graphics, but we probably won't go down that road for a couple more nannou releases at least while we focus on some other areas.

We're particularly interested in rendy's render graph [1] approach to a higher-level, near-zero-cost API. Are there plans for something similar in wgpu?

Also, I realise that wgpu is web-first, but I'd be curious to get your thoughts on its potential for use in native applications for installations and projection mapping - e.g. will it be possible to spawn multiple swapchains for multiple windows? Or will it be purely focused on a single window web experience?

Anyway, we'll do another post soon about our thoughts on the future of graphics in nannou, just wanted to let you know you're on our minds :)

[1]: https://github.com/amethyst/rendy#rendergraph

Re: Nannou: Creative Coding Toolkit for Rust

#26

An Instagram user I follow has a bunch of Nannou demos (unsure if this is also the project's author): https://www.instagram.com/mactuitui/ Nannou has a pretty long initial setup and build time (about 15 minutes on macOS for me) compared with Processing and similar, but it's worth exploring for the scope and goals it has: https://guide.nannou.cc/why_nannou.html#goals .

Thanks for the link! I'm not directly involved in the project (yet), but the team has been so nice to me over the last six months I've been using nannou daily that when they wanted to feature my dailies on the site, of course I said yes!

Some of your art makes me think you've deciphered the genetic algorithm of certain species. Very inspiring!

Re: Nannou: Creative Coding Toolkit for Rust

#27
post #16

Earlier quoted context omitted.

It has moved to Vulkan, so unlikely...

Hey kvark, I really appreciate all the work you're putting into the Rust graphics ecosystem! Just fyi, we are closely watching both wgpu-rs and rendy and will continue to do so over the next couple of months. Vulkano has been a mission to use to say the least, maintainership is dwindling (most of the recent PRs are from us), and the Rust graphics landscape has changed quite a bit since we made the decision to use it…

Wow, thanks for such a detail response!

Delaying with decision to adopt Rendy or wgpu-rs is reasonable: both are still maturing, and are in the early adopter phase.

> We're particularly interested in rendy's render graph [1] approach to a higher-level, near-zero-cost API. Are there plans for something similar in wgpu?

No, this would not ever be in wgpu (or feasible on top of WebGPU in general), since it's providing safety at lower level, and there is no way to get near-zero-cost there.

Saying that, I'm not sure what the bottlenecks of your use-case are. Do you plan on submitting a lot of different work on GPU, i.e. heavily use command recording on CPU (as opposed to relying on GPU instances), to the point of being sensitive to CPU performance? My expectation from a creative coding framework would be that zero-cost is not the foremost priority.

> will it be possible to spawn multiple swapchains for multiple windows? Or will it be purely focused on a single window web experience?

Yes, I think this is already possible in wgpu-rs, although nobody tested multi-windows yet. In general, we put heavy focus on native usage.

Looking forward to your post!

Re: Nannou: Creative Coding Toolkit for Rust

#28

An Instagram user I follow has a bunch of Nannou demos (unsure if this is also the project's author): https://www.instagram.com/mactuitui/ Nannou has a pretty long initial setup and build time (about 15 minutes on macOS for me) compared with Processing and similar, but it's worth exploring for the scope and goals it has: https://guide.nannou.cc/why_nannou.html#goals .

This is really inspiring. If I wanted to try to create something like this, what would you recommend as a good starting point, is there an existing sample that you based all of these off? Do you release the source code for your art anywhere or just the final product?

Re: Nannou: Creative Coding Toolkit for Rust

#29

An Instagram user I follow has a bunch of Nannou demos (unsure if this is also the project's author): https://www.instagram.com/mactuitui/ Nannou has a pretty long initial setup and build time (about 15 minutes on macOS for me) compared with Processing and similar, but it's worth exploring for the scope and goals it has: https://guide.nannou.cc/why_nannou.html#goals .

This is really inspiring. If I wanted to try to create something like this, what would you recommend as a good starting point, is there an existing sample that you based all of these off? Do you release the source code for your art anywhere or just the final product?

I've been doing this since ages, so these's a lot of intuition going on, and I've a quite significant list of sketches at this point, so I personally start with a lot of convenient tools already.

To learn about the different techniques and mostly to get to know the basics I cannot recommend enough the amazing Daniel Shiffman ( https://twitter.com/shiffman/ ) and his awesome "The Coding Train" video series on youtube: https://www.youtube.com/user/shiffman

I usually do not release the code for my dailies, but I'm getting a few of them ready to include as examples for nannou, there's a PR with one example already up. I'm also always open to talk about the "how" I did something and to give you a pseudo-code version of what I'm using.

Re: Nannou: Creative Coding Toolkit for Rust

#30

Earlier quoted context omitted.

At least there are a bunch of example: https://docs.rs/crate/nannou/0.9.0/source/examples/

It would be nice if they had included images/gifs.

I just finished making some short gifs that show some of the compiled examples. Thanks again for the suggestion. https://github.com/nannou-org/nannou/tree/master/examples
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