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Blade

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Blade is an innovative rendering solution for Rust. It starts with a lean low-level GPU abstraction focused at ergonomics and fun. It then grows into a high-level rendering library that utilizes hardware ray-tracing. It's accompanied by a task-parallel asset pipeline together with egui support, turning into a minimal rendering engine. Finally, the top-level Blade engine combines all of this with Rapier3D-based physics and hides them behind a concise API. Talks:

architecture

Examples

scene editor particle example vehicle example sponza scene

Instructions

Just the usual 🦀 workflow. E.g. to run the bunny-mark benchmark run:

cargo run --release --example bunnymark

Platforms

The full-stack Blade Engine requires Vulkan with hardware Ray Tracing support.

For web deployment, blade-graphics supports WebGPU with full compute shader support:

RUSTFLAGS="--cfg blade_wgpu" cargo run-wasm --example bunnymark
Platform blade-graphics blade-egui blade-render blade (engine)
Vulkan (Linux/Windows)
Metal (macOS/iOS)
WebGPU (Browser)
GLES/WebGL2 (Legacy)

See WEBGPU.md for WebGPU backend details.

About

Sharp and simple graphics library

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  • Rust 91.9%
  • WGSL 6.1%
  • Python 2.0%