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The Glium Library – Safe OpenGL in Rust

medium.com

21–27 of 27 posts

Re: The Glium Library – Safe OpenGL in Rust

#22
post #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…

Unity and Unreal already support Metal and I imagine other engines are in the process of doing the same.

With all major engines on Metal, Apple has nothing to lose by not supporting Vulkan, other than a few indie devs that stay away from engines.

Re: The Glium Library – Safe OpenGL in Rust

#24

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…

The fact that Glium needs to do this demonstrates how flawed the state-wrangling in OpenGL has become. Vulkan can't come fast enough.

Re: The Glium Library – Safe OpenGL in Rust

#25
post #24

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…

The fact that Glium needs to do this demonstrates how flawed the state-wrangling in OpenGL has become. Vulkan can't come fast enough.

A couple years ago I was trying to teach myself OpenGL, and I failed miserably for that exact reason, plus bad function naming conventions.

The weirdest thing about OpenGL is that you sometimes have to run one function before another function, for no good reason, but it gives you a giant performance boost.

Re: The Glium Library – Safe OpenGL in Rust

#26
post #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

Semi-unrelated: The set of themed names around Rust will make it fun when and if a Rust game become available on Steam — “Today , a written in Rust with the Piston framework became available on Valve’s Steam game marketplace." It’s a steampunk fan’s dream.

Re: The Glium Library – Safe OpenGL in Rust

#27
post #16

Earlier quoted context omitted.

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

Semi-unrelated: The set of themed names around Rust will make it fun when and if a Rust game become available on Steam — “Today , a written in Rust with the Piston framework became available on Valve’s Steam game marketplace." It’s a steampunk fan’s dream.

And just imagine if they rewrote Rust in Rust! :P
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