El repo publico se habia quedado en julio: el README anunciaba vello 0.7 + wgpu 27 (dos bumps atras) y faltaban los crates del ultimo mes. - refresco con scripts/actualizar-standalone.py --llimphi (cargo check OK) - llegan llimphi-cpu, llimphi-hybrid, llimphi-glifos y llimphi-wire-escena: los cuatro caminos a pixeles con un solo compositor - MANUAL.md / SDD.md / LEEME.md sincronizados con el monorepo - README: versiones al dia, install por crates.io (cargo add llimphi), seccion "beyond the 2D widget kit" y el indice de crates que apuntaba al propio README ahora apunta a MANUAL.md §19
llimphi
Native UI framework — 2D and 3D: HAL · raster · layout · text · theme · ui · 3D voxel engine — plus widgets and modules.
llimphi is a sovereign, retained-mode UI framework with an Elm-style loop (input → update → view → layout → raster → present). Declarative pipeline over vello 0.9 + wgpu 29 + taffy 0.12 + parley 0.6, with Dark/Light/Aurora/Sunset/Tawa themes, AccessKit accessibility and a multi-platform HAL (Wayland · X11 · Win32 · Android · Wawa bare-metal). It powers a full Rust application suite; this repository is the framework extracted to stand on its own.
real widgets in motion — rendered headless, frame-by-frame, fully deterministic
…and the entire Elm loop in ~124 LOC — cargo run -p llimphi-ui --example counter
Not just 2D — a 3D voxel engine
flying over an endless voxel world — rendered headless by llimphi-3d, frame-by-frame
llimphi-3d is a 3D engine on the same wgpu: it composes voxels (a GPU ray-march) and triangle meshes in one shared depth pass, with a keyframed cinema camera. It mounts into the ordinary 2D View tree through the GPU paint node (set_viewport + scissor), so a 3D viewport can live in a panel next to regular widgets — no second window, same Elm loop.
llimphi-voxel adds the content layer on top: procedural world-gen (WorldRecipe), articulated characters (age + animation clips) and a scripted scene director. The GIF above is one such world. (A full voxel world studio — edit worlds, cast characters, direct filmed scenes, export to video — is built on these in the wider project.)
Usage manual: MANUAL.md — full reference (Elm loop, View<Msg> DSL, the 70 widgets and 11 modules, GPU path, gotchas) for humans and AI. Design rationale and roadmap: SDD.md.
Philosophy: widgets aren't designed against mockups; they're designed with what vello and taffy can do.
Quick start
git clone https://git.tawasuyu.net/tawasuyu/llimphi.git
cd llimphi
cargo run -p llimphi-ui --example counter # ~124 LOC: the full Elm loop on screen
Install
From crates.io — the llimphi facade re-exports llimphi-ui, llimphi-theme and llimphi-3d:
cargo add llimphi
Or crate by crate (widgets are one crate each — pull only what you use):
[dependencies]
llimphi-ui = "0.1"
llimphi-theme = "0.1"
llimphi-widget-button = "0.1"
Beyond the 2D widget kit
Pieces worth naming because they change what an app can be:
- Four paths to pixels, one compositor.
velloon GPU compute is the main road;llimphi-cpu(vello_cpu) paints the bare-metal framebuffer;llimphi-hybrid(vello_hybrid) is CPU+GPU with no compute shaders, for hardware that lacks it (this is the one that runs on a phone's Mali); andllimphi-wire-escenaserializes a scene so a sandboxed guest can compose it and a host replay it. The same scene tree goes through all of them and the output is diffed per pixel — wire vs direct is bit-identical, hybrid vs CPU never differs by more than 1/255. - Text.
parleyshapes;llimphi-glifosrasterizes each glyph once into a shelf-packed coverage atlas (4 subpixel positions per axis) so a line of text is quads instead of outlines — 3.6–5× faster on the direct-GPU path. - Testing.
llimphi-testis the headless, deterministic golden-image harness — the reason a UI change can be certified as text (pixel-diff counts per threshold) instead of by looking at a screenshot. Where two paths should paint the same thing, the oracle is the other path, not a blessed image. - Animation.
llimphi-animis a Rive-style, clip-agnostic state machine;llimphi-lottieandllimphi-svgare thin bridges tovelatoandvello_svg;llimphi-meshrenders deformable meshes with bones and skinning. - Surfaces.
llimphi-layerruns anAppas awlr-layer-shellsurface (a bar anchored to a screen edge) rather than a window.llimphi-term-graphicscovers the terminal graphics protocols.
Compatibility
- Linux/Wayland — primary backend.
- Linux/X11 — via XWayland.
- macOS / Windows —
winit+wgpu. - Android — HAL via
androidcrates (hybridis the renderer that works on Mali). - Wawa bare-metal — alternative framebuffer HAL, over
llimphi-cpu.
Full crate index (framework · widgets · modules · android) in MANUAL.md §19.
Considerations
- Single API: declarative
View<Msg>. No imperative, no foreign vDOM. - Same scene tree on Wayland and Wawa: HAL abstracts the surface.
- Widgets are purely visual; modules encapsulate state + behavior.