In the last part we set up the building blocks of wgpu
that we are now going to use to do some
actual graphics programming. To start of, we need an eye to see in our virtual world. This is done by our camera. And the process of how it's done is kind of
backwards to what you'd initially expect but will make sense once we take into account how the math works.
Graphics Programming with Rust and WGPU Part 3: The Camera
Graphics Programming with Rust and WGPU Part 2: Setting up the environment
So after looking at shaders we will now take some time to set up stuff on the CPU side. We need a way to tell the GPU what to render and then also somewhere for the GPU to put the finished image. This will be a bit of a short one as this is just kind of boilerplate code that we need to get written
Graphics Programming with Rust and WGPU Part 1: Introduction to Shaders
I've played around with Programming 3D graphical applications in rust recently. This is the Guide I whish I had when I started. I want to show both the concepts and the Implementation while helping me structure my process through writing.
How to Error in rust
I explained a bit about handling errors in rust in a previous article. This was more of an exploration of what is possible and not necessarily what to do. I have programmed a bit more rust since then and want to present my oppinion on how to handle errors in rust.
Handling Errors in Rust with Traits
Rust is a bit peculiar (in a good way) when it comes to many things, errors is one of them. So to add to the growing body of texts written on the topic of programming in rust, I have written this.