Currently: just a playground for opengl + sdl in rust
Planned: This is a proof of concept for a pixel engine I have been drafting. The plan is to use gfx-hal + a window framework (winit?) to build the actual engine, I wanted to have a simpler environment to build a prototype in to get some experience first. If the mistakes are held to a minimum I will attempt to build the high-level systems in a way so that I can simply swap out rendering and window context systems.
The draft can be found here TODO.
Using compute shader to update a texture
The actual implementation will accept contribution. However, this prototype will not as it serves as a learning experience for me
Thanks Nercury for a great blog about opengl in rust! http://nercury.github.io/rust/opengl/tutorial/2018/02/08/opengl-in-rust-from-scratch-00-setup.html
Using gl and sdl bindings for rust: https://github.com/Nercury/rust-and-opengl-lessons
Opengl textures: https://learnopengl.com/Getting-started/Textures
Using opengl compute shaders: https://antongerdelan.net/opengl/compute.html