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#wgpu

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Az<p>Today I released my first (two) <a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> crates! 🎉<br>mesh_to_sdf generates a signed distance field from a 3D mesh and its client lets you visualize it to fine-tune the parameters (and more).</p><p>It's agnostic to your math library, so you start using it right now with <a href="https://mastodon.gamedev.place/tags/bevy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>bevy</span></a> <a href="https://mastodon.gamedev.place/tags/fyrox" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>fyrox</span></a> or your favorite math library / game engine.</p><p><a href="https://crates.io/crates/mesh_to_sdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">crates.io/crates/mesh_to_sdf</span><span class="invisible"></span></a><br><a href="https://crates.io/crates/mesh_to_sdf_client" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">crates.io/crates/mesh_to_sdf_c</span><span class="invisible">lient</span></a><br><a href="https://github.com/Azkellas/mesh_to_sdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Azkellas/mesh_to_sd</span><span class="invisible">f</span></a></p><p><a href="https://mastodon.gamedev.place/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Az<p>I've been wanting to move out from babylon to rust for my <a href="https://mastodon.gamedev.place/tags/genart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>genart</span></a> projects recently, but without losing the comfort of hot-reloading and no compile time.<br>Fast forward a bit and here it is! A <a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> template project with:<br>- native and wasm export<br>- shader hot reload<br>- rust hot reload<br>- egui integration<br>- wgsl preprocessor with imports<br>- three demos: a simple polygon, boids, and 3d raymarching </p><p>Feel free to try it out and play with it. Any feedback is welcome! ❤️ <br>⬇️<br><a href="https://github.com/Azkellas/rust_wgpu_hot_reload/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Azkellas/rust_wgpu_</span><span class="invisible">hot_reload/</span></a></p>
Beatrix<p>Mesh loading implemented :3</p><p><a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a></p>