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The Glium Library – Safe OpenGL in Rust

medium.com

11–20 of 27 posts

Re: The Glium Library – Safe OpenGL in Rust

#11
post #6
post #2

Sounds great! Dare I try it on windows now? (The last n times I did ... things did not work out). Kudos for taking also the texture colorspace issue into account - I've found people new to real time programming tend to find this initiaĺly one of the most bysantine minutiae one absolutely needs to get right

I didn't have any problems running examples from tutorial at http://tomaka.github.io/glium/tutorials/01-getting-started.h... on windows If there are issues you could report them on https://github.com/tomaka/glium/issues

Thanks for the encouragement - I downloaded Rust 1.2 for windows and finally I got this working out of the box. Yay! (still had weird problems at Rust 1.0 beta...)

Re: The Glium Library – Safe OpenGL in Rust

#14
> The “untextured objects” example of AZDO: drawing 64x64x64 individual moving objects. The glium version runs at approximately the same speed as the original pure OpenGL example.

Seems like Rust is making good progress (emphasis mine). I really should take the time to learn this language.

Re: The Glium Library – Safe OpenGL in Rust

#16
post #15

So, Rust is ready for writing high performant games?

I don't know if it is, but it doesn't, it doesn't prevent people from trying. There is a community of rust game developer and a framework dedicated to game developpement : piston (http://www.piston.rs/).

Also a link related to game developement in rust : https://www.reddit.com/r/rust_gamedev

Re: The Glium Library – Safe OpenGL in Rust

#17
post #14

> The “untextured objects” example of AZDO: drawing 64x64x64 individual moving objects. The glium version runs at approximately the same speed as the original pure OpenGL example. Seems like Rust is making good progress (emphasis mine). I really should take the time to learn this language.

The fact that it runs at approximately the same speed isn't really important. You would get the same result with any language.

The AZDO examples show what the most optimized OpenGL techniques are, and I just wanted to show that you can do the same thing with glium as with raw OpenGL.

That being said, you should still try Rust!

Re: The Glium Library – Safe OpenGL in Rust

#19

Excellent writing on the pitfalls of OpenGL and how to circumvent those. Applies to any OpenGL programming, not just Rust also. Here's hoping Vulkan will fix these issues in the future and Apple also adapting this platform.

It seems unlikely Apple would adopt Vulkan at this point. Maybe if Vulkan came out a year ago. The only thing that might convince them is if big developers such as Blizzard and whoever else decides to write PC/Android games in Vulkan. EA's Dice was already pushing for Mantle, which is now part of Vulkan, so maybe most of EA's games could be written in Vulkan in the future. That might get Apple to adopt it, even if 80% of iOS games will use Metal instead of OpenGL ES by that point.

Re: The Glium Library – Safe OpenGL in Rust

#20
Another cool thing he mentions is that it does something sort of like React's diffing.

When you tell Glium, "make me these three polygons, add a light source, apply a transform matrix", it optimizes the number of OpenGL calls it needs to do, and the kinds thereof, and puts them in the right order to run most efficiently.

Like React, it optimizes state changes required for speed to get a view from one state to another.

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