| > It sounds like Blade is a cross-API graphics engine, by one of the original gfx-HAL (former QGPU name) creators? My understanding is that wgpu has a lot of constraints and complexity imposed on it by all the backends it has to support (especially WebGPU) and that Blade is meant to be a much simpler closer-to-metal api for people who want more control (and know how to not shoot themselves in the foot) > I would be using eframe instead of WGPU as the backend. Do you mean using egui-wgpu directly rather than through eframe? The default backend of eframe is wgpu (it used to be glow/opengl), and you can still use callbacks to directly render whatever you want with wgpu in an eframe app > EGUI and WGPU have great integration Can confirm, it was stupid simple to integrate egui into my wgpu gamedev project > Am I missing something about Zed? I have tried and failed to get into it. I also tried Zed after getting annoyed at Helix a few times, and thought "oh cool, this is like vscode but fast and even has a helix mode!" but then didn't find any killer features worth abandoning the synergies of having an all-in-terminal-workflow over |
> Do you mean using egui-wgpu directly rather than through eframe? The default backend of eframe is wgpu (it used to be glow/opengl), and you can still use callbacks to directly render whatever you want with wgpu in an eframe app
I apparently don't know how eframe works... had no idea it used a GPU at all or WGPU under the hood... I assumed it was just the default you use if making a 2d-only program.
Re zed... I think I am too addicted to IDE functionality to be comfortable without. I had assumed Zed could do it, but have now concluded it can't. And/or I can't figure out how to use the LSP features reffed here, or they are well-hidden.