[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-5562":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":10,"language":11,"languages":10,"totalLinesOfCode":10,"stars":12,"forks":13,"watchers":14,"openIssues":15,"contributorsCount":16,"subscribersCount":16,"size":16,"stars1d":16,"stars7d":17,"stars30d":18,"stars90d":16,"forks30d":16,"starsTrendScore":16,"compositeScore":19,"rankGlobal":10,"rankLanguage":10,"license":20,"archived":21,"fork":22,"defaultBranch":23,"hasWiki":22,"hasPages":21,"topics":24,"createdAt":10,"pushedAt":10,"updatedAt":28,"readmeContent":29,"aiSummary":30,"trendingCount":16,"starSnapshotCount":16,"syncStatus":14,"lastSyncTime":31,"discoverSource":32},5562,"rust-gpu","EmbarkStudios\u002Frust-gpu","EmbarkStudios","🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧","https:\u002F\u002Fshader.rs",null,"Rust",7575,248,2,87,0,1,5,64.19,"Apache License 2.0",true,false,"main",[25,26,27],"gpu-programming","rust","shaders","2026-06-12 04:00:25","\u003C!-- Allow this file to not have a first line heading -->\n\u003C!-- markdownlint-disable-file MD041 -->\n\u003C!-- Disable warning om emphasis after first heading -->\n\u003C!-- markdownlint-disable-file MD036 -->\n\n\u003C!-- inline html -->\n\u003C!-- markdownlint-disable-file MD033 -->\n\n\n\u003Cdiv align=\"center\">\n\n# This project has moved home!\n\n\u003C\u002Fdiv>\n\n### [**Active development continues in its new home, under the Rust-GPU org!**](https:\u002F\u002Fgithub.com\u002FRust-GPU\u002Frust-gpu)\n\nThis repository was the nursery of `rust-gpu` during its inception and while it was still under the\nstewardship of [Embark Studios](https:\u002F\u002Fembark.dev\u002F). It has now moved into community ownership\nunder the Rust-GPU GitHub organization.\n\n\u003Cdiv align=\"center\">\n  \n# `🐉 rust-gpu`\n\n**Rust as a first-class language and ecosystem for GPU graphics & compute shaders**\n\n\u003C\u002Fdiv>\n\n## How `rust-gpu` began\n\nHistorically 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.\n\nIn 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.\n\nOur hope with this project is that we push the industry forward by bringing an existing, low-level, safe, and high performance language to the GPU; namely [Rust](https:\u002F\u002Frust-lang.org). And with it come some additional benefits that can't be overlooked: a package\u002Fmodule system that's one of the industry's best, built in safety against race-conditions or out of bounds memory access, a wide range of tools and utilities to improve programmer workflows, and many others!\n\n## Backwards compatibility, breaking changes and deprecation\n\nRight now because the project is in an early state of development, we might introduce temporary changes as stop-gap measures, or implement features or APIs that might not work exactly in a way we end up liking. Therefore it is expected that some (if not most) of the user facing code will change and evolve over time. At the moment this means that we make no guarantees about backwards compatibility and have no formal deprecation model in place. Effectively meaning that currently we only support building from source with the latest `main` branch in our repository. We appreciate our early adopters and would ask them to evolve their code along with ours.\n\nPlease read our [Contributor Guide](CONTRIBUTING.md) for more information on how to get started.\n\n## License\n\nLicensed under either of\n\n- Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or \u003Chttp:\u002F\u002Fwww.apache.org\u002Flicenses\u002FLICENSE-2.0>)\n- MIT license ([LICENSE-MIT](LICENSE-MIT) or \u003Chttp:\u002F\u002Fopensource.org\u002Flicenses\u002FMIT>)\n\nat your option.\n","`rust-gpu` 项目致力于将 Rust 打造成适用于 GPU 着色器编程的一流语言和生态系统。其核心功能包括提供一个现代化、安全且高性能的语言环境，支持图形和计算着色器的开发，并引入了 Rust 的模块系统、内置的安全特性以及丰富的工具集。该项目特别适合需要处理复杂代码库的游戏开发场景，以及其他对性能和安全性有高要求的GPU编程领域。通过采用Rust，开发者可以享受到更好的代码组织方式、避免常见的内存错误，并利用现有的广泛工具链来提高工作效率。","2026-06-11 03:03:59","top_language"]