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There are lots of options for graphics in Rust, so it's really just a choice of which graphics API you'd like to use or learn more about. (full disclosure: I c
by grovesNL 6y ago
There are lots of options for graphics in Rust, so it's really just a choice of which graphics API you'd like to use or learn more about.
(full disclosure: I contribute to some of these crates)
For example, there is an implementation of WebGPU (https://github.com/gfx-rs/wgpu-rs https://github.com/gfx-rs/wgpu-rs) that can run both inside and outside of the browser that has been growing in popularity lately.
There are also bindings for Vulkan (ash, erupt), D3D12 (d3d12-rs), Metal (metal-rs), cross-platform abstractions at various levels (gfx-hal, wgpu), OpenGL (glow, glium), etc.
It's also possible to simply render graphics to an image (a pretty common approach for Raytracing in One Weekend) or blit pixels onto a window surface.