Being a big Processing fan, and a bit of an artist too, this kind of creative framework is something I have been hoping was available way back when I started playing around with Rust in late 2012. Thanks goes to the Nannou team for all their hard work over the years in making this possible!
Thanks for the kind words bjz, it means a lot coming from yourself!
I know you're busy with language design these days (and I would never stop you, I think what you are doing is some of the most important work there is right now!), but if you ever get the itch for some creative coding it'd be an honour to see you give nannou a shot and get your thoughts on what's missing, could be improved, etc :)
Nannou has a pretty long initial setup and build time (about 15 minutes on macOS for me) compared with Processing and similar, but it's worth exploring for the scope and goals it has: https://guide.nannou.cc/why_nannou.html#goals.
Thanks for the link! I'm not directly involved in the project (yet), but the team has been so nice to me over the last six months I've been using nannou daily that when they wanted to feature my dailies on the site, of course I said yes!
This is really inspiring. If I wanted to try to create something like this, what would you recommend as a good starting point, is there an existing sample that you based all of these off? Do you release the source code for your art anywhere or just the final product?
I've been doing this since ages, so these's a lot of intuition going on, and I've a quite significant list of sketches at this point, so I personally start with a lot of convenient tools already.
I usually do not release the code for my dailies, but I'm getting a few of them ready to include as examples for nannou, there's a PR with one example already up. I'm also always open to talk about the "how" I did something and to give you a pseudo-code version of what I'm using.
Hey kvark, I really appreciate all the work you're putting into the Rust graphics ecosystem!
Just fyi, we are closely watching both wgpu-rs and rendy and will continue to do so over the next couple of months. Vulkano has been a mission to use to say the least, maintainership is dwindling (most of the recent PRs are from us), and the Rust graphics landscape has changed quite a bit since we made the decision to use it almost a year ago. Both wgpu and rendy seem like strong contenders for the future of nannou's graphics, but we probably won't go down that road for a couple more nannou releases at least while we focus on some other areas.
We're particularly interested in rendy's render graph [1] approach to a higher-level, near-zero-cost API. Are there plans for something similar in wgpu?
Also, I realise that wgpu is web-first, but I'd be curious to get your thoughts on its potential for use in native applications for installations and projection mapping - e.g. will it be possible to spawn multiple swapchains for multiple windows? Or will it be purely focused on a single window web experience?
Anyway, we'll do another post soon about our thoughts on the future of graphics in nannou, just wanted to let you know you're on our minds :)
What a coincidence, I've been using Clojure with Quil recently and bumping up on the limits of what it can do easily, so I've been thinking about my options.
I was going to settle in tonight and take a look at using Common Lisp and OpenGL directly, but I'm interested in Cinder or openFrameworks but would rather play around in something other than C++.
I'll add nannou to my list but does anyone have any other recommendations?
https://nannou.cc/posts/nannou_v0.9
Being a big Processing fan, and a bit of an artist too, this kind of creative framework is something I have been hoping was available way back when I started playing around with Rust in late 2012. Thanks goes to the Nannou team for all their hard work over the years in making this possible!
I know you're busy with language design these days (and I would never stop you, I think what you are doing is some of the most important work there is right now!), but if you ever get the itch for some creative coding it'd be an honour to see you give nannou a shot and get your thoughts on what's missing, could be improved, etc :)
https://www.instagram.com/mactuitui/
Nannou has a pretty long initial setup and build time (about 15 minutes on macOS for me) compared with Processing and similar, but it's worth exploring for the scope and goals it has: https://guide.nannou.cc/why_nannou.html#goals.
Dead Comment
To learn about the different techniques and mostly to get to know the basics I cannot recommend enough the amazing Daniel Shiffman ( https://twitter.com/shiffman/ ) and his awesome "The Coding Train" video series on youtube: https://www.youtube.com/user/shiffman
I usually do not release the code for my dailies, but I'm getting a few of them ready to include as examples for nannou, there's a PR with one example already up. I'm also always open to talk about the "how" I did something and to give you a pseudo-code version of what I'm using.
Just fyi, we are closely watching both wgpu-rs and rendy and will continue to do so over the next couple of months. Vulkano has been a mission to use to say the least, maintainership is dwindling (most of the recent PRs are from us), and the Rust graphics landscape has changed quite a bit since we made the decision to use it almost a year ago. Both wgpu and rendy seem like strong contenders for the future of nannou's graphics, but we probably won't go down that road for a couple more nannou releases at least while we focus on some other areas.
We're particularly interested in rendy's render graph [1] approach to a higher-level, near-zero-cost API. Are there plans for something similar in wgpu?
Also, I realise that wgpu is web-first, but I'd be curious to get your thoughts on its potential for use in native applications for installations and projection mapping - e.g. will it be possible to spawn multiple swapchains for multiple windows? Or will it be purely focused on a single window web experience?
Anyway, we'll do another post soon about our thoughts on the future of graphics in nannou, just wanted to let you know you're on our minds :)
[1]: https://github.com/amethyst/rendy#rendergraph
I was going to settle in tonight and take a look at using Common Lisp and OpenGL directly, but I'm interested in Cinder or openFrameworks but would rather play around in something other than C++.
I'll add nannou to my list but does anyone have any other recommendations?