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Commit 1bff8e5

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Rust Graphics Meetup 2 Blog (rust-gamedev#1031)
* Added initial information about graphics meetup * Finished content * Fixed formatting
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title = "Rust Graphics Meetup 2"
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date = 2022-05-18
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transparent = true
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aliases = ["posts/graphics-meetup-02"]
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<!-- markdownlint-disable single-title heading-increment no-blanks-blockquote -->
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<!-- markdownlint-configure-file {"line-length": {"heading_line_length": 120}} -->
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![Rust Graphics Meetup](rust-graphics-meetup-2.jpg)
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The second Rust Graphics Meetup will take place on [May 21st at 16:00
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UTC+0][meetup-time]. This meetup is a chance to see what others have been
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working on in the Rust graphics community. You can see the videos from the
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[first meetup here][rust-graphics-meetup-1].
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[meetup-time]: https://everytimezone.com/s/b6ec5c17
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[rust-graphics-meetup-1]: https://www.youtube.com/playlist?list=PLYiOdhpKxxXJwaocrJcOCoBhlV6foaO8F
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## Schedule
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### Vismut | [Lukas Orsvärn]
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#### 16:00 - 16:20
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> Vismut will be a procedural texturing tool for Windows and Linux, allowing for
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> a 100% non-destructive material creation workflow. This means you build
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> textures from scratch using procedural nodes, allowing for changes to any step
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> in the process at any time, including changing the texture's resolution.
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[Lukas Orsvärn]: https://github.com/lukors
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### Screen-13 | [John Wells]
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#### 16:20 - 16:30
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> Screen 13 is an easy-to-use Vulkan rendering engine in the spirit of QBasic.
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[John Wells]: https://github.com/attackgoat/screen-13
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### Optimizing wgpu with Data Driven Design | [Connor Fitzgerald]
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#### 16:30 - 17:00
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> A look into how Data Driven Design is the key to the performance increases
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> coming in wgpu 0.13 and what the future holds for solving long standing
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> performance bottlenecks in the codebase. wgpu is the graphics abstraction at
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> the core of many rust projects and ensuring it is as fast as possible will
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> push the boundary of what is possible in safe Rust today.
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[Connor Fitzgerald]: https://github.com/cwfitzgerald
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