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by efnx
133 days ago
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I've been working on Renderling — an open-source, GPU-driven real-time renderer in Rust targeting both native and web (via WebGPU). I just signed a Memorandum of Understanding with NLnet (NGI0 Commons Fund) for a second year of funding to build out the Renderling ecosystem. The big shift this year: moving away from Rust-GPU and going all-in on WGSL. I'm building wgsl-rs, a proc macro crate that lets you write WGSL shaders in a subset of Rust — same code runs on the CPU for testing and on the GPU via generated WGSL. Works on stable Rust, no custom toolchains needed. The funded roadmap also includes podecs, a GPU-accelerated ECS where systems run as compute shaders, a Rend3-compatible API layer (for folks looking for a path forward from Rend3), and ultimately real-time global illumination via a GPU ray tracer. More details in the latest news update: https://renderling.xyz/news/index.html#wed-11-feb-2026 Repos: - https://github.com/schell/renderling - https://github.com/schell/wgsl-rs |
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