Open emilk opened 2 years ago
Do videos count ? Here's my live coding editor in action: https://vimeo.com/658109382
EDIT: btw I recently published the code, if anyone wants to try: https://github.com/the-drunk-coder/megra.rs
A harmonica tab transposing app I'm working on: https://github.com/Seebass22/harptabber
I am working on a fairly simple cross-platform pomodoro timer. The main goals are system-wide hotkeys, sound notifications, portability, small size and a nice look and feel. It is currently in POC state, but most of the functionality works on Windows and Linux. https://github.com/a-liashenko/TinyPomodoro
cartunes
is a setup comparison tool for the iRacing simulator. It has a simple interface and follows the system theme. Windows is the primary target, since iRacing only runs on it. But cartunes
can run on pretty much anything.
This is a cool project by @terhechte https://github.com/terhechte/postsack
https://user-images.githubusercontent.com/1148717/148640635-d2b63330-eb36-4405-ad73-3b40afa9fa4f.mp4
Thanks for posting it here @emilk ! ☺️ I really enjoyed using egui
for this project!
I've used egui to create a live debugger of my toy mmo server project's maps states
opmark-egui writing presentaion sldies using egui!
It's still in pre-alpha and lack of many features.
It differs from those web-based presentaion tools. It is not so flexible but you can run it without a browser!
Started using egui for the debugger on my emulator (https://github.com/tiaanl/my-rusty-computer). Really happy with how easy it is to use!
I made an portable pure rust autoclicker https://github.com/MrTanoshii/rusty-autoclicker
Learn more: https://deadliner.vercel.app https://youtu.be/ySn-Ykdq5BU https://github.com/YassinEldeeb/deadliner
Still a massive work-in-progress. This is a tuning and diagnostics utility for my custom Mercedes 722.6 transmission controller
Source code: https://github.com/rnd-ash/ultimate_nag52/tree/main/config_app
A brief demo video of the app in action: https://youtu.be/PtE8b9KGkOk
For me, I wrote Project Minty, a rust file deduplication app with egui for the front-end. Please install and take a look if you like. Any feedback would be great too.
https://crates.io/crates/minty
brew tap mjehrhart/minty
brew install/minty/minty
https://user-images.githubusercontent.com/1550625/163694439-1df67117-89e6-4db7-bc99-4f3ba575ac9b.mp4
My shader editor inspired by Unity Shader Graph.
It uses naga for generation. I plan to open the code when the integration with bevy is ready. That will take two to four weeks.
After seeing all the stellar egui projects on this thread, I just had to update the Look and Feel of my project over the weekend. I like the direction it is going in. If you have feedback, good or bad, please let me know! This has been built testing 250,000 to 1,000,000 files at a time.
I am writing project weaver.It be designed to provide a pure,cross-platform and low-power-consumption api call tool. .It still work-in-progress,but has baseic functional.If you are interested in it or being find out a small api tool,please download and use it.Any feedback is greate,feel free to open a new issueto disscuss it.
This is a visualization toolbox I'm developing at rerun.io:
https://user-images.githubusercontent.com/1148717/166107161-02fc7106-3396-4783-917f-ad58b918e24f.mp4
As a user, you log images, point clouds, camera poses etc just like you would log text, and then the rerun viewer visualizes it all for you, with time scrollback and deep inspection. Still early days; a lot more to come!
Wow, that looks so good @4JX 😍
@4JX What a project!I will learn from you how to make mine project beautiful.Thank you.
Some knob widget prototypes. https://github.com/xTibor/egui-knobs
When I said it was coming out in a month, I didn't know yet that I would be making a full Unity clone. Hopefully this year.
The source code is here, but it's very messy. In fact, I haven't had a chance to rebuild the node editor yet. It's pointless now, as the upload of the assets is still on its way.
It would be cool to be able to easily reuse texture memory between contexts. Perhaps some sort of sub-contexts?
@lain-dono is it possible to move the docking stuff for egui outside of the project and just make it a library extension? Egui is missing docking support but you seem to have made it work
@JSH32 https://imgur.com/a/aw9AlVp
It only has basic features. Tabs can only be added to the end of the list. So... It won't take long. Probably a day or two, but count on a week just in case.
I'm creating a ryo33/egui_cable. It has a nice data-driven API and works in various usages! I plan to use it for a visual programming editor in Hihaheho/Desk.
Here are screenshots from cargo run --example simple
and cargo run --example connect
. You can try it with the commands.
GISerliang/r_covid was an application about Covid-19 used egui. Now only text and table, I will add some awesome chats.
I've been experimenting with an NES Image/Map editor: NESImg.
It uses custom paint hooks and WGPU for the metatile rendering. It even uses the EasyMark viewer for the built-in documentation. :)
Really loving egui so far! I'm impressed at how fast I'm able to build out solutions, and I'm still very new to egui, so I'm sure I'll get better and faster at it still.
@zicklag That's dope 🔥
I've used egui to add a gui to my decoder for APT weather satellite images: https://gitea.zenerdio.de/sebastian/apt-decoder/
I might try and implement the necessary bits and pieces to compile it to wasm if I can find the time.
Rewriting this to use egui instead of Godot. Here are some screenshots:
I have to say that egui is both a joy to use and an exercise in frustration.
[edit] Rewrite is complete. Here's another screenshot showing highlighted log searches:
A free heightmap generator. Can be found here
Since my last post I made a couple new tabs for my NESImg tool. Nice to get some color in there. :)
When I said it was coming out in a month, I didn't know yet that I would be making a full Unity clone. Hopefully this year.
The source code is here, but it's very messy. In fact, I haven't had a chance to rebuild the node editor yet. It's pointless now, as the upload of the assets is still on its way.
It would be cool to be able to easily reuse texture memory between contexts. Perhaps some sort of sub-contexts?
Hi @lain-dono, Great job! I really like you project. As far as I see this might be distributed under open source license. Am I right? Could you please update your repository with some kind of license then? I will willingly use your widgets in one of my projects.
@wkargul If you are interested in any part of my code before the release, please follow the WTFPL license. I plan to use standard MIT+Apache in the future. In the end, only a complete application will have sufficient value to be protected by copyright.
Screenshot from one of my algorithm research apps - custom egui integration into our Rust environment as a self contained, optional extension to a wgpu-based backend. Various extensions to egui to make style, fonts, etc. data driven.
to make style, fonts, etc. data driven.
Ooh, that sounds neat! Is any of that public code?
Ooh, that sounds neat! Is any of that public code?
Not at the moment, as the integration and extra functionality rely on our broader Rust environment and that would mean releasing a whole lot of stuff. Hopefully at some point! 🙂
Oculante: A simple image viewer and non-destructive editor for Linux/Mac/Win/NetBSD (Free/Open Source)
Since my last post in May I've added a dozen more custom widgets to my widget library:
I used egui as overlay for my little project IslandGenerator which auto-generates Anno-like island templates. The "islands" are rendered using the Allegro game engine which is also used in Factorio. I implemented a minimal egui integration to Allegro.
I'm experimenting with GPU-accelerated plots in egui for realtime rendering of large datasets, a la the backends
branch of implot. Initial results are promising -- if you watch the video you'll see 1M points being rendered at 165+ FPS on my AMD Radeon 6700XT discrete graphics card. After switching to the standard egui plot renderer the performance drops dramatically.
Tessellation and feathering are performed in the shader which produces visual results similar to the built-in renderer.
https://user-images.githubusercontent.com/233860/192121205-7f03444f-7913-4d27-9bfc-188a17a5babb.mp4
Code is available here: https://github.com/kylc/egui_wgpu_plot
Q: How to do simple async in eframe/egui?
A: here it's much more simpler async example: https://github.com/ar37-rs/eframe_tokio_app
Gameboy emulator debug gui
A GPU-accelerated viewer for Mandelbrot set-like fractals using wgpu with an egui UI (https://github.com/arthomnix/fractal_viewer) View this fractal in your browser, courtesy of WASM
This is an thread where you can share screenshots and gifs of how you are using egui. Feel free to also share a link to your project and/or the source!
There is also a showcase gallery on the official egui discord at https://discord.gg/JFcEma9bJq