Nannou Update - Vulkan, LASERs and more!


Nannou is an open source, creative coding framework for Rust. Today marks one of the biggest milestones for the project since its launch - the release of version 0.9.

This version is particularly special for our community as it lands the last eight months of progress into master and onto While some of us have already been using the work-in-progress 0.9 branch in our personal and commercial work over the past few months, it is a relief to finally be able to land and share the progress with the wider world!

Daily Sketch #821 by Mactuitui using nannou.

Normally, we aim to publish far more regularly and incrementally, however this release involved some significant changes and we wanted to do our best to get them right.

Vulkan Graphics

The largest change is without a doubt the switch from OpenGL to Vulkan for handling cross-platform graphics.


Our primary reasons for making the switch are:

  • Gaining support for compiling and running languages other than GLSL (e.g. RLSL, HLSL) on the GPU via Vulkan's low-level SPIR-V representation.
  • Access to finer-grained control over the GPU for more thorough optimisation if necessary.
  • No longer having to deal with OpenGL bugs resulting from inconsistent implementations across different devices and versions.
  • Switching to a more modern, future-proof, cross-platform graphics standard.

The change has been large enough that we decided to dedicate a follow-up post with all the juicy details, including how we automated the installation process for macOS, some of the trade-offs involved in leaving OpenGL, our experience working with vulkano, future plans for graphics in nannou and more.

Nannou + Vulkan in action. A Magic Mirror Installation for Museums Victoria by MindBuffer.

Simpler Event API

Nannou aims to make it easy to work with application and windowing events in a way that feels simple and intuitive to both new and old Rust users. In this release, we greatly simplified the API for registering functions for handling different kinds of events.

Here is an example of what a fresh nannou app might look like today:

use nannou::prelude::*;

struct Model {
    window: window::Id,

fn main() {

fn model(app: &App) -> Model {
    let window = app
    Model { window }

fn view(app: &App, model: &Model, frame: Frame) -> Frame {
    let draw = app.draw();
    draw.to_frame(app, &frame).unwrap();

If we want to add a function for updating our model, we can easily do so by first adding a function to be called on each update:

fn update(app: &App, model: &mut Model, update: Update) {
    // Let's update the model here.

Now we register our new update function in our app builder:

    .update(update) // Add the update function to the app here.

We can now update our model over time!

The same approach applies if we want to add keyboard, mouse or any other kind of event. Here's another example for handling mouse presses:

fn mouse_pressed(app: &App, model: &mut Model, button: MouseButton) {
    // Do something on mouse pressed.
let window = app
    .mouse_pressed(mouse_pressed) // Add the mouse pressed function to the window here.

You can find an example demonstrating nearly all application and window events available in nannou here.

LASER Support

One of the things that separates a creative coding environment from a game engine is the diversity in access to different kinds of creative I/O. While a game engine might revolve around a single window and stereo sound, digital artists often need access to multiple windows for projection mapping or large displays, n-channel spatial audio for exhibitions, networked DMX for controlling lighting fixtures and much more.

LATTICE by MindBuffer, developed using nannou.

One of our personal favourite mediums to work with is LASER projection. It's hard to beat the immersive feeling of being engulfed in a beam of light so bright that it carves the air around you into planes of colours that you feel like you can touch! That said, access to the necessary hardware and software required to start playing with these tools yourself can be expensive and laced with frustrating, proprietary licensing.

Version 0.9 brings with it nannou_laser - a new crate dedicated to easy access to well optimised, LASER projector DAC streams. nannou_laser is our attempt to begin democratising this space at the software level. The crate features a suite of optimisation passes to account for tricky details such as draw order optimisation, inertia reduction, blanking delays and sharp angle delays - features that are difficult to find in existing free and open-source solutions.


If you happen to have a LASER projector and a DAC supporting the Ether Dream protocol, you can begin playing with nannou_laser by checking out these examples. Otherwise, you can find more info on nannou_laser at the README and on

The Guide

Nannou aims to be more than just a framework of useful tools - we wish to build a community. We envision a future where nannou can be used to introduce programming to students in a more fun and interactive manner, or as an entry-point for artists seeking to expand their canvas beyond their familiar domain into the land of code and information.

A pivotal step in achieving this future is breaking down the boundary of entry for new and potential users and to provide a suite of resources that educators can use for working with new students. One of the approaches we have recently began working on in order to achieve this is to create a nannou "oracle" of sorts in the form of an online guide. The guide aims to be a one-stop-shop for all information, tips and tricks someone could desire related to nannou.


Currently, the guide features a "Why Nannou?" chapter outlining the goals and motivations for the project and a "Getting Started" chapter that walks users through setting up nannou and starting their first project.

The plan from here is to begin building a large suite of "Tutorials" where users can dive straight into whatever their desired use-case is for nannou. Current ideas include "Drawing 3D shapes", "Creating multi-window GUI", "Setting up microphone input", and many, many more. In order to get through such a large number of tutorials, the plan is to run regular sprints where each of the core maintainers jump on slack together and aim to write one full tutorial each while assisting any other members of the community who might also be interested in hanging out and contributing. We'll release more info on this soon!

You can check out the guide in its current state here. If you are interested in contributing, you can find the repo here.

What's Next?

Near Term

  • Patches and fixes - Seeing as the entire graphics backend has been replaced, we expect some users may run into small quirks and bugs that we might have missed. We have set aside some time to make sure we can address these and make any patches that might be necessary.
  • Lyon 2D - While nannou's current implementation of 2D kind of works, there are a few glaring bugs and many missing features. Lyon is an exceptional, relatively mature and well researched effort at solving 2D graphics properly. We are hoping that the switch will solve most existing bugs in nannou's 2D API and add a suite of missing features such as curves, GPU-accelerated tesselation and more.
  • Higher-level graphics abstractions - While the new Vulkan-based graphics API is already far ahead of our old OpenGL implementation, a lot of work still remains. The current API around building render passes and graphics pipelines is still quite low level. Now that 0.9 is out we plan to investigate how we can simplify common patterns and create higher-level abstractions without sacrificing the current low-level access. We have been building a suite of vulkan examples to help identify these patterns and guide progress from the top-down.
  • The Guide - As mentioned above!

Long Term

  • Gantz - gantz is a library for creating and evaluating executable directed graphs at runtime. Currently, it's a research project investigating how we can eventually provide a way to compose together creative applications at runtime, inspired by graphical programming environments such as Max/MSP, Pure Data and Touch Designer.
  • GUI Editor - Having created the conrod project, rewriting it multiple times and using it in multiple commercial projects over the past few years, we have learned a lot about how to do GUI in Rust and what we feel is important! Our vision for nannou is to eventually allow for composing GUIs in a graphical environment. We anticipate that gantz will likely play a pivotal role in the project, as dynamically composed GUI also tends to imply dynamically composed programs. You can find some more of my personal thoughts on the topic here.

These are just a few of the goals that come to mind as I write this post. Feel free to visit the Goals section of the guide to get an idea of what else we have planned, or visit the issue tracker to find more detailed plans or suggest your own.

Join Us!

Since we announced the project almost a year ago, nannou has grown from a small three-person team into a small community. Feel free to join us!

Most of us hang out in the nannou slack and would be more than happy to meet you and chat about all things nannou :)

Get started with nannou here!