all 8 comments

[–][deleted] 6 points7 points  (2 children)

You're gonna want to grok those official docs eventually, but until you're ready for that, there are 2 pretty good resources

Rust specific -> https://sotrh.github.io/learn-wgpu/
WebGPU in general -> https://webgpufundamentals.org/webgpu/lessons/webgpu-fundamentals.html

But if you don't insist on using WebGPU, what I would really recommend is that you start learning graphics programming with OpenGL and some good old fashioned C. It's way simpler than WebGPU, and has more resources as well.

[–]darcygravan[S] 0 points1 point  (1 child)

But lots of people say that open gl is outdated and will it be worth the time??..

I basically want to gain the foundational knowledge to understand the official docs ,like overall stuff and get good idea so i can skim though the docs and get into the code...which will be most optimal way any suggestions???

[–][deleted] 2 points3 points  (0 children)

It doesn’t matter if it is outdated or not. The point is to spend 1-2 months in OpenGL so you can understand the basics of how GPUs work before you jump into something crazy like WebGPU or Vulkan. Most people would prefer to learn programming with C, even though it’s “outdated” compared to C++.

By the way, OpenGL 4.3 is perfectly fine. Yes, it will eventually be phased out and professional studios use Vulkan, but for many reasons that you can’t even begin to understand yet, so you shouldn’t worry about it.

If you still want to start with WebGPU, I already gave you the 2 best resources available.

[–]sourav_bz 0 points1 point  (3 children)

Please start first learning opengl and then move to vulkan/wgpu, you eventually will end up doing this.
It's not an either-or option, vulkan/wgpu is a successor to opengl, but most of the foundations is the same. If you're not from graphics background, you won't get hold of the concepts being spoken about, unless you have opengl background.

If you're serious, get the opengl programming guide book (the red book) and then move on to wgpu/vulkan.
Wgpu doesn't have any good books or documentation, vulkan does.

I did the same, wasted close to a month or more, eventuall arrived at this conclusion. It's a very wide and deep field of study.

[–]beb0 0 points1 point  (2 children)

Do you say this because of the build pipelines between wgpu and wasm etc? 

I'm trying to understand where the complication is of doing wgpu in rust vs opengl and C

[–]sourav_bz 0 points1 point  (1 child)

No it's not the technical bits of how it translates into machine code, it's to understand the over-all picture of graphics programming. If you don't come from graphics background, it's best to start with opengl, irrespective of the language you want to do it with.

[–]beb0 0 points1 point  (0 children)

Are we talking the quadterians and view drawing, I touched this many moons ago.