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Zed editor switching graphics lib from blade to wgpu

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Re: Zed editor switching graphics lib from blade to wgpu

#161
post #4

Rust GUI is in a tough spot right now with critical dependencies under-staffed and lots of projects half implemented. I think the advent of LLMs has been timed perfectly to set the ecosystem back for a few more years. I wrote about it, and how it affected our development yesterday: https://tritium.legal/blog/desktop

> We ignore for these purposes Zed's GPUI which the Zed team has transparently, and understandably abandoned as an open source endeavour

Do you have a source for this?

Re: Zed editor switching graphics lib from blade to wgpu

#162

I hope this can somehow improve the font situation. Even on a 1440p monitor, the fonts in Zed are much blurrier than any other editor I've used. I Can't even use bitmap fonts like VSCode.

https://zed.dev/releases/stable#:~:text=Improved%20editor%20... Fixed last october

Tried it when it when that update released and just now, still blurry as ever.

Re: Zed editor switching graphics lib from blade to wgpu

#165
post #69

The Zed editor seems kind of silly to me. I would rather my editor works in many possible environments maybe even one that only has a tty interface. What advantages are people finding with this editor other then high fidelity scrolling.

I wanted to check the hype, so I installed Zed and opened a go project. Ram usage: VS Code 580 MB Zed 410 MB I don't see a reason yet to switch away from VS Code, more feature complete and I don't care about scroll speed, it's good enough in vs code.

Kind of there with you... was pretty surprised how big the surface was with Zed, and it definitely doesn't do all the things I do in Code currently.

Re: Zed editor switching graphics lib from blade to wgpu

#166

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…

Iced.rs is probably the better UI library anyways in the long run as it’s backed by a major hardware vendor. https://iced.rs

Not sure how the UI engine itself compares, but to me it is all about the available components (as a total non-designer, although AI helps with that now). The only choice I have at the moment that would meet my needs is gpui, as gpui-component now exists.

Re: Zed editor switching graphics lib from blade to wgpu

#167
post #4

Rust GUI is in a tough spot right now with critical dependencies under-staffed and lots of projects half implemented. I think the advent of LLMs has been timed perfectly to set the ecosystem back for a few more years. I wrote about it, and how it affected our development yesterday: https://tritium.legal/blog/desktop

Your recent post resonated with me deeply, as someone heavily invested in the Rust GUI I've fallen into this same conundrum. I think ultimately the Rust GUI ecosystem is still not mature and as a consequence we have to make big concessions when picking a framework. I also came to a similar endpoint when building out a fairy large GUI application using egui. While egui solves the "draw widgets" part of building out th…

If your main gripe about the Rust GUI ecosystem is that it's not mature then rewinding 20 years and using Qt/WPF/etc sounds like an excellent alternative. Old and mature versus modern and immature.

Re: Zed editor switching graphics lib from blade to wgpu

#168
post #87

Earlier quoted context omitted.

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.

I partly agree, but I think you're overcorrecting. Game developers didn't invent data-oriented design or performance-first thinking. But there's a reason the loudest voices advocating for them in the 2020s come from games: we work in one of the few domains where you literally cannot ship if you ignore cache lines and data layout. Our users notice a 5ms frame hitch- While web developers can add another React wrapper a…

I don't really like this line of discourse because few domains are as ignorant of computing advances as game development. Which makes sense, they have real deadlines and different goals. But I often roll my eyes at some of the conference talks and twitter flame wars that come from game devs, because the rest of computing has more money resting on performance than most game companies will ever make in sales. Not to mention, we have to design things that don't crash.

It seems like much of the shade is tossed at web front end like it's the only other domain of computing besides game end.

Re: Zed editor switching graphics lib from blade to wgpu

#169

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…

what is the business case for a text editor in a code writing agent world?

maybe they could pivot into the luxury boutique hand-crafted artisanal code market

Re: Zed editor switching graphics lib from blade to wgpu

#170
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.

I think this is the source of the confusion: > To describe it, I coined the term “Single-path Immediate Mode Graphical User Interface,” borrowing the “immediate mode” term from graphics programming to illustrate the difference in API design from traditional GUI toolkits. — https://caseymuratori.com/blog_0001 Obviously it’s ludicrous to attribute “immediate mode” to him. As you say, it’s literally decades older than t…

Is Win16 / Win32 GDI which goes back to 1985 an immediate mode GUI?

Win32 GUI common controls are a pretty thin layer over GDI and you can always take over WM_PAINT and do whatever you like.

If you make your own control you musts handle WM_PAINT which seems pretty immediate to me.

https://learn.microsoft.com/en-us/windows/win32/learnwin32/y...

Difference between game engine and say GDI is just the window buffer invalidation, WM_PAINT is not called for every frame, only when windows thinks the windows rectangle has changed and needs to be redrawn independently of screen refresh rate.

I guess I think of retained vs immediate in the graphic library / driver because that allows for the GPU to take over more and store the objects in VRAM and redraw them. At the GUI level thats just user space abstractions over the rendering engine, but the line is blurry.

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