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Rust OpenGL Experiment: A fun, experimental project with plenty of overengineering, unwrap() calls, and debugging.

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di3go Inverted Color

In a world overflowing with OpenGL libraries, I thought, "Hey, why not add one more?" enter Diego , my ambitious attempt at writing a Rust-based OpenGL library. Is it groundbreaking? Probably not. But is it a fun way to sharpen my Rust skills while tangling with ancient C-based APIs? Absolutely.

Why? Because writing "hello world" got boring, and tackling OpenGL in Rust seemed like a logical next step. Who doesn’t love combining modern, memory-safe Rust with the decades-old mystique of OpenGL? It’s like teaching a dinosaur to do backflips... in a sandbox... with guardrails.

Key Features (or eventual goals):

  • A window that opens. Closing it? Well, that’s phase two.
  • Rendering. More than just a triangle is aspirational.
  • Elegant abstractions—by "elegant," I mean "possibly over-engineered, probably unnecessary."
  • Error handling that will make you rethink your life choices.

Disclaimer: This project is highly experimental. Expect undefined behavior, lots of unwrap()s, and the occasional deep philosophical questioning of why you thought this was a good idea. In short, don't take it too seriously, unless you enjoy debugging more than actual coding.

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Rust OpenGL Experiment: A fun, experimental project with plenty of overengineering, unwrap() calls, and debugging.

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