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
Zed editor switching graphics lib from blade to wgpu
121–130 of 321 posts
Re: Zed editor switching graphics lib from blade to wgpu
#122Why 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.
Re: Zed editor switching graphics lib from blade to wgpu
#123Switched 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…
Re: Zed editor switching graphics lib from blade to wgpu
#124I 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…
Re: Zed editor switching graphics lib from blade to wgpu
#125Switched 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…
[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
#126Earlier 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.
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
Re: Zed editor switching graphics lib from blade to wgpu
#127Earlier 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.
Re: Zed editor switching graphics lib from blade to wgpu
#128Earlier 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.
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
#129I 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
#130Earlier 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.
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.