An interesting side effect of moving to wgpu is that in theory with some additional work, this could allow you to run Zed in a web browser similarly to how some folks run VSCode as a remote interface to the backend running on a server.
Zed editor switching graphics lib from blade to wgpu
51–60 of 321 posts
Re: Zed editor switching graphics lib from blade to wgpu
#52An interesting side effect of moving to wgpu is that in theory with some additional work, this could allow you to run Zed in a web browser similarly to how some folks run VSCode as a remote interface to the backend running on a server.
If you're talking about remote editing (editing files which reside on a remote server), Zed already supports that?
Re: Zed editor switching graphics lib from blade to wgpu
#53Earlier quoted context omitted.
I'd love to read a writeup of the state of Rust GUI and the ecosystem if you could point me at one.
https://www.boringcactus.com/2025/04/13/2025-survey-of-rust-... I started writing a program that needed to have a table with 1 million rows. This means it needs to be virtualised. Pretty common in GUI libraries. The only Rust GUI library I found that could do this easily was gpui-component ( https://github.com/longbridge/gpui-component ). It also renders text crisply (rules out egui), looks nice with the default styl…
Re: Zed editor switching graphics lib from blade to wgpu
#54Is webgpu a good standard at this point? I am learning vulkan atm and 1.3 is significantly different to the previous APIs, and apparently webgpu is closer in behavior to 1.0. I am by no means an authority on the topic, I just see a lack of interest in targeting webgpu from people in game engines and scientific computing.
The WebGPU API gets you to rendering your first triangle quicker and without thinking about vendor-specific APIs and histories of their extensions. It's designed to be fully checkable in browsers, so if you mess up you generally get errors caught before they crash your GPU drivers :)
The downside is that it's the lowest common denominator, so it always lags behind what you can do directly in DX or VK. It was late to get subgroups, and now it's late to get bindless resources. When you target desktops, wgpu can cheat and expose more features that haven't landed in browsers yet, but of course that takes you back to the vendor API fragmentation.
Re: Zed editor switching graphics lib from blade to wgpu
#55The 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.
There’s a lot of small things you’ll hit if you use Zed where it’s a subtlety nicer design point, but one of the big ones for me is project-wide search. Zed’s multibuffers are SO much better than VS Code’s equivalent.
If I’m debugging something on a coworkers laptop, VSCode is mostly usable until I hit that.
If you’re a craftsman, it’s worth trying different tools!
Re: Zed editor switching graphics lib from blade to wgpu
#56Earlier quoted context omitted.
If you're talking about remote editing (editing files which reside on a remote server), Zed already supports that?
I believe they're referring to running Zed entirely in a browser. This opens up possibilities like using zed for something like codepen, or embedding it into a git web frontend like gitea. Many projects like this basically embed vscode, a rare benefit of being an electron app which Zed is not.
Re: Zed editor switching graphics lib from blade to wgpu
#57Earlier quoted context omitted.
Really? It seems better than ever to me now that we have gpui-component. That seems to finally open doors to have fully native guis that are polished enough for even commercial release. I haven't seen anything else that I would put in that category, but one choice is a start.
I tried gpui recently and I found it to be very, very immature. Turns out even things like input components aren't in gpui, so if you want to display a dialog box with some text fields, you have to write it from scratch, including cursor, selection, clipboard etc. — Zed has all of that, but it's in their own internal crates. Do you know how well gpui-component supports typical use cases like that? Edit boxes, buttons…
All of those are handled. Run the "story" app. It is very impressive IMO.
Components list: https://longbridge.github.io/gpui-component/docs/components/
Re: Zed editor switching graphics lib from blade to wgpu
#58Earlier quoted context omitted.
I remember when that came out, but I'm not sure I understand the concern. They use GPUI, so therefore they MUST keep it working and supportable, even if updating it isn't their current priority. Or are you saying they have a closed source fork now? Actually, this story is literally them changing their renderer on linux, so they are maintaining it. > except to the extent contributions align with its business mission I…
I don't know what the message means exactly, but I can't plan to build on GPUI with it out there, especially when crates that don't carry that caveat are suffering from being under-resourced.
Re: Zed editor switching graphics lib from blade to wgpu
#59The 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.
Re: Zed editor switching graphics lib from blade to wgpu
#60Rust 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
Can I humbly ask how are LLMs and Rust GUIs related?