2D Graph scene in Rust
summary
Proof-of-concept 2D scene graph in Rust uses WebGPU (Mozilla Rust ref impl) to drive GPU-backed nodes (rectangles, image nodes, pipelines reused) and handles text by CPU-rasterizing to textures. Event callbacks use an id-based caller map and cloneable handle pattern (Rc+RefCell) to avoid borrow-checker pitfalls. Prototype runs and renders interactive buttons but is not production-ready: WebGPU spec still evolving, text and large-static-data need subtree-to-texture or virtualization optimizations.
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chapters (22)
- 0:00Introduction
- 2:30About me
- 4:18Motivation
- 10:43Current gui situation
- 17:10How low can we go
- 20:02Traditional GUI toolkits
- 24:22imperative drawing
- 24:38modern frameworks
- 26:39Qt Quick 2
- 26:51Qml vs Qt Quick
- 28:09Scene Graph
- 28:54Nodes
- 30:35Implicit state retention
- 31:39Qt Quick demo
- 33:26Advantages
- 36:19Disadvantages
- 42:57WebGPU
- 45:17Web GPU
- 48:20Scene Graph RS
- 48:46Goals
- 49:55Main Concepts
- 52:33Demo








