Live data from Hacker News

Zed editor switching graphics lib from blade to wgpu

github.com

121–130 of 321 posts

Re: Zed editor switching graphics lib from blade to wgpu

#121

Zed also stopped GPUI (their GPU accelerated Rust UI framework) development for now, sadly. > Hey y'all, GPUI develoment is getting some major brakes put on it. We gotta focus on some business relevant work in 2026, and so I'm going to be pushing off anything that isn't directly related to Zed's use case from now on. However, Nate, former employee #1 at Zed, has started a little side repo that people can keep iterati…

> We gotta focus on some business relevant work in 2026 Remember that post announcing the millions of VC capital they raised? This is the result

Without such venture capital, I doubt GPUI, at least to the level of complexity it has today rather than being a toy project, would have even existed. It costs money to develop open source sustainably.

Re: Zed editor switching graphics lib from blade to wgpu

#122
post #18
post #8

Why was Blade ever decided upon? Is it older than wgpu?

I don't know why Blade was decided on, but it was started by Kvark who worked on WGPU for Mozilla for some time. I assumed it would be a good library on that basis.

kvark was also involved in the initial implementation of zed's blade backend... which probably contributed.

Re: Zed editor switching graphics lib from blade to wgpu

#123

Switched from Intellij (various) to Cursor because of AI integration, only using Claude Code CLI, switched to VS because Cursor became so annoying every release, pushing their agents down my throat, activating what I did deactivate every release, recently thought "Why do I even use that slow bloated thing of VS?" and switched to Zed. Very happy camper. So much faster. So much snappier. Would love Claude Code CLI inte…

Yep. Zed is the best. It’s in an optimum spot for me. It’s super snappy and has good implementation of vim keybindings for manual coding, and it has appropriate AI integration that does all the AI stuff I want without being in my face about how AI it all is.

Re: Zed editor switching graphics lib from blade to wgpu

#124
post #94

I find it odd the rust community feels the need to reimplement tried and tested APIs in "pure safe Rust". Like no other language has better C integration, and we have had cross-platform windowing libraries since like the 90's, why does everyone reach for a brand new unstable libraries with less maintainer support? Edit: replying to https://tritium.legal/blog/desktop , not the OP

Aside from Rust being better (impl is such a great decoupling, fearless type safety), there is afaik nothing one tenth as useful and good as cargo & is crate ecosystem (docs rs, crates.io, and all the packages). I find it odd the broader hacker community feels the need to requestion and cross-examine every choice for using rust. Like, no other language has such great just works ergonomics, with a solid language, fant…

I think you might be misunderstanding the parent comment. It sounds to me like they're arguing in favor of wrapping C GUI library when writing a GUI app in Rust, not avoiding Rust entirely. As far as I can tell, they're arguing for writing new stuff in Rust that happens to be re-using some components that aren't in Rust. I'd argue that's entirely in the spirit of Rust; kind of the whole point is that you can put a hard boundary on where the unsafety lies and make everything safe outside of that boundary. When I use a Vec or a HashMap, there's unsafe code under the hood, but it doesn't stop me from writing my own code without needing to dip into unsafe at all, and there's no fundamental reason why the same couldn't be done by wrapping Qt or Gtk on Linux or Cocoa or MacOS.

Re: Zed editor switching graphics lib from blade to wgpu

#125

Switched from Intellij (various) to Cursor because of AI integration, only using Claude Code CLI, switched to VS because Cursor became so annoying every release, pushing their agents down my throat, activating what I did deactivate every release, recently thought "Why do I even use that slow bloated thing of VS?" and switched to Zed. Very happy camper. So much faster. So much snappier. Would love Claude Code CLI inte…

Are you familiar with ACP[0]? Through that protocol you can run claude code within zed[1]. Or perhaps I'm not understanding what you mean by using CC integration.

[0]: https://agentcommunicationprotocol.dev/introduction/welcome [1]: https://zed.dev/docs/ai/external-agents#claude-code

Re: Zed editor switching graphics lib from blade to wgpu

#126
post #21

Earlier quoted context omitted.

Interesting read, however as someone from the same age group as Casey Muratori, this does not make much sense. > The "immediate mode" GUI was conceived by Casey Muratori in a talk over 20 years ago. Maybe he might have made it known to people not old enough to have lived through the old days, however this is how we used to program GUIs in 8 and 16 bit home computers, and has always been a thing in game consoles.

It's like the common claim that data-oriented programming came out of game development. It's ahistorical, but a common belief. People can't see past their heroes (Casey Muratori, Jonathon Blow) or the past decade or two of work.

It clearly didn’t come out of game dev. Many people doing high performance work on either embedded or “big silicon” (amd64) in that era were fully aware of the importance of locality, branch prediction, etc

But game dev, in particular Mike Acton, did an amazing job of making it more broadly known. His CppCon talk from 2014 [0] is IMO one of the most digestible ways to start thinking about performance in high throughput systems.

In terms of heroes, I’d place Mike Acton, Fabian Giesen [1], and Bruce Dawson [2] at the top of the list. All solid performance-oriented people who’ve taken real time to explain how they think and how you can think that way as well.

I miss being able to listen in on gamedev Twitter circa 2013 before all hell broke loose.

[0] https://youtu.be/rX0ItVEVjHc?si=v8QJfAl9dPjeL6BI

[1] https://fgiesen.wordpress.com/

[2] https://randomascii.wordpress.com/

Re: Zed editor switching graphics lib from blade to wgpu

#127

Earlier quoted context omitted.

> We gotta focus on some business relevant work in 2026 Remember that post announcing the millions of VC capital they raised? This is the result

Without such venture capital, I doubt GPUI, at least to the level of complexity it has today rather than being a toy project, would have even existed. It costs money to develop open source sustainably.

GPUI development predates Sequoia's funding by about two years.

Re: Zed editor switching graphics lib from blade to wgpu

#128
post #7

Earlier quoted context omitted.

From the PR, it sounds like the switch to WGPU is only for linux. The team was reluctant to do the same for macOS/Windows since they felt their native renderer on those platforms was better and less memory intensive.

> they felt their native renderer on those platforms was better and less memory intensive This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way.

> This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way.

They probably will for memory usage. Current wgpu seems to have a floor around ~100mb that isn't there with other rendering backends (and it was more like ~60mb with wgpu a few months / versions ago).

Not sure if this is fixable in wgpu, or do with spec compatibility (my guess would be that it's fixable, just not top priority for the team atm).

Re: Zed editor switching graphics lib from blade to wgpu

#129
In 2020, I started working on a (C++) game engine. Since the only decent open-source UI option was Dear ImGui (which was obviously a bad choice for consumer-facing UIs), I ended up rolling my own retained-mode UI library on top of SDL. Now, it's fully-featured enough that I rarely have to touch it. There's even a major company using it for embedded products.

I don't get why every language's community doesn't just do the same thing: roll an idiomatic UI lib on top of SDL. It was tough, but I was able to do it as a single person (who was also building an entire game engine at the same time) over the course of a couple years.

Re: Zed editor switching graphics lib from blade to wgpu

#130

Earlier quoted context omitted.

I am not convinced a thin FFI wrapper needs frequent updates, pending updates to the underlying API. What updates do you think it should have?

The underlying Vulkan API is updated constantly, the last spec update was about two weeks ago. Even if we only count the infrequent major milestone versions, Ash is still stuck at Vulkan 1.3, when Vulkan 1.4 launched in December of 2024.

Damn, I just dove back into a vulkan project I was grinding through to learn graphics programing, life and not having the time to chase graphic programming bugs led me to put it aside for a year and a half and these new models were able to help me squash my bug and grok things fully to dive back in, but I never even consider that the rust vulkan ecosystem was worse off. it was already an insane experience getting imgui, winit and ash to play nice together, after bouncing back and forth between WGPU, I assume vulkan via ash was the safer bet.

IIRC there is another raw vulkan library that just generated bindings as well and stayed up to date but that comes with its own issues.

Post reply on HN