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42 changes: 42 additions & 0 deletions content/posts/newsletter-015/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -668,6 +668,48 @@ on the module's [repository][Proton-Media-Converter-Github]
[Proton-Github]: https://github.com/ValveSoftware/Proton
[Proton-Media-Converter-Github]: https://github.com/ValveSoftware/Proton/tree/proton_5.13/media-converter

### [Rust GPU][RustGPU-Github] v0.1

![Rust GPU Sky](rustgpu.jpg)
_Sky example in Rust GPU_

Rust GPU is a project backed by [Embark Studios][RustGPU-Embark] to make Rust a
first-class language and ecosystem for building GPU code.

Although still in very early stages of development, [Rust GPU released v0.1 in
October][RustGPU-Twitter], and has already garnered over 2000 stars on Github.
There are also threads about it [on Hacker News][RustGPU-HackerNews] and
[Reddit][RustGPU-Reddit]. Currently, compiling and running very simple shaders
works, and a significant portion of the core library also compiles. However,
many things aren't implemented yet: for example, while-loops and if-statements
work, but for-loops, iterators, and match/switch aren't supported yet! That
means that while being technically usable, Rust GPU is far from being
production-ready.

Here is a description of the project:

> Historically in games, GPU programming has been done through writing either
> HLSL, or to a lesser extent GLSL. These are simple programming languages that
> have evolved along with rendering APIs over the years. However, as game engines
> have evolved, these languages have failed to provide mechanisms for dealing with
> large codebases, and have generally stayed behind the curve compared to other
> programming languages.

> In part this is because it's a niche language for a niche market, and in part
> this has been because the industry as a whole has sunk quite a lot of time and
> effort into the status quo. While over-all better alternatives to both languages
> exist, none of them are in a place to replace HLSL or GLSL. Either because they
> are vendor locked, or because they don't support the traditional graphics
> pipeline. Examples of this include CUDA and OpenCL. And while attempts have been
> made to create language in this space, none of them have gained any notable
> traction in the gamedev community.

[RustGPU-Github]: https://github.com/ValveSoftware/Proton
[RustGPU-Twitter]: https://twitter.com/repi/status/1319274584915365888
[RustGPU-HackerNews]: https://news.ycombinator.com/item?id=24858172
[RustGPU-Reddit]: https://www.reddit.com/r/rust/comments/jg056t/introducing_rustgpu_v01_embarkstudiosrustgpu/
[RustGPU-Embark]: https://www.embark-studios.com/

## Popular Workgroup Issues in Github

<!-- Up to 10 links to interesting issues -->
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