<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>winit on TutorialEdge.net</title><link>https://tutorialedge.net/tags/winit/</link><description>Recent content in winit on TutorialEdge.net</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Fri, 29 May 2026 10:01:00 +0000</lastBuildDate><atom:link href="https://tutorialedge.net/tags/winit/index.xml" rel="self" type="application/rss+xml"/><item><title>Part 1 - Project Setup and Your First Window</title><link>https://tutorialedge.net/projects/graphics-with-wgpu-in-rust/part-1-project-setup-and-first-window/</link><pubDate>Fri, 29 May 2026 10:01:00 +0000</pubDate><guid>https://tutorialedge.net/projects/graphics-with-wgpu-in-rust/part-1-project-setup-and-first-window/</guid><description>Welcome to the first part of this series on graphics programming with wgpu in Rust! By the end of this article, you&amp;rsquo;ll have a Rust program that opens a window and responds to input events. It doesn&amp;rsquo;t draw anything yet, but it&amp;rsquo;s the skeleton that everything else will hang from.
##What is wgpu? wgpu is a Rust graphics library that talks to your GPU using whichever native API your platform provides — Vulkan on Linux, Metal on macOS, DirectX 12 on Windows, and WebGPU in the browser.</description></item></channel></rss>