For the small percent that's left where speed is critical, I've just been using wgpu and wgsl-bindgen directly.
I can't think of what I'd want a native UI solution for. And then having to deal with porting it to iOS, Android, Windows, Mac etc, dealing with app stores (3+?) submissions, developer fees, rejections... vs just using HTML which works on all platforms. I don't think I'd use a native UI even if there was one. Not that HTML is great by any stretch...
(I made Sunwet, this is what my stuff looks like: https://github.com/andrewbaxter/sunwet )
But for desktop applications it is bloated, a big attack surface.
HTML/CSS is made for online documents, and using it for applications is a bit hack that happen to work, but hides a huge ton of complexity behind frameworks and frameworks of frameworks with leaky abstractions and each their own caveat.
I'm building Hypen (https://hypen.space), a UI framework with a DSL that works in in Rust, TS, Go, Kotlin, Swift, and all over the place, as long as you can use WASM or binaries.
Some cool things about it:
- Renders natively on Desktop, Web (DOM and Canvas), Android and iOS.
- Streaming-first (SSR), so you can stream native apps from the server
- Custom tailwind parser so it supports your favorite shorthands
- Support for streaming apps from CF workers with 5 lines of JS/TS
- You can embed any Hypen app into another Hypen app like its an iframe, with just 1 line of code
- Has a custom "browser" for Hypen apps, both on desktop and on mobile, so you can easily check how your app looks anywhere
- Coming soon - stdlib and WASI interface to enable full WASM portability across platforms
Note: Desktop support is still a bit early and needs more crossplatform testing
I started building this years ago, first manually, now accelerating it with LLM's which are incredible for mindnumbing tasks like writing frameworks like these requires. Its still in an "early alpha" but it's getting closer to maturity and a "stable beta" by the day, hopefully fully stable 1.0 by end of the year.
That made me chuckle though:
Accessibility and i18n tooling:
This is in the plan - accessibility should be the easier one, with i18n tooling coming as more "platform calls" support comes online.
In my experience accessibility is far more difficult to get right, but maybe I've just been unlucky. :)(I'm not affiliated, but have made PRs there in the past)
Ralph Levien, author of druid and xilem made some good posts about it. I'll link one here.
https://raphlinus.github.io/rust/gui/2022/07/15/next-dozen-g...
I wish there were more memory safe compiled languages that focused on ergonomics for cases like this.
While imperative retain mode frameworks are technically possible in Rust, my understanding is that there’s a level of unavoidable ceremony and syntax ugliness (unless safety is discarded, which defeats the point of using Rust).
Most of the time, I just want some UI. And TUI's are easier / more portable than GUI's.
The downside is that the dependency stack you need to do gui programming with rust is massive and the compile times are brutal. You can’t beat the application performance, though. It’s crazy how nice it feels compared to bloated electron apps.
The question of “are we gui yet” is definitely yes, at least on the desktop. The problem is that developers are too lazy to build apps with anything other than web frameworks.
GPUI getting the public release greenlight will no doubt be a turning point for desktop GUI development. All it took is a small team of gifted developers to dogfood their own GUI toolkit and get some much-needed VC backing. The future looks very bright.
Check out: https://github.com/longbridge/gpui-component
I think there was a community fork recently that tried to tend to these concerns.
It's not a bad thing per se, but its worth mentioning.
The component library by long bridge is also well done and reasonably well documented.
It's nice to be able to use existing design systems and components, and to be able to validate in a web browser in quicker build loops before doing the full Tauri builds. I still manually QA across platforms pretty aggressively but Tauri's "cross-platform from day one" really isn't much of a stretch. The project if curious: https://github.com/zecrocks/zkv
EGUI bonus: Good integration with WGPU, so you can show 3D things as part of your UI.
Complaining time: Historically, syncing winit, EGUI, WGPU, the binder between GPU and EGUI, and EGUI libs like for file dialogs has been a pain. It gives me anxiety thinking about upgrading versions. That said... the teams are sometimes shockingly fast about syncing their UIs. It is when winnit or WGPU etc make big breaking changes (Often from accumulation over time) where things get hairy!
Winit has had so much churn over time, I hope they settle down at some point.
I can pretty much guarantee that if I try to build a project from 3+ years ago, the old version of winit will not compile on my Mac, and the new version of winit will have a completely different API surface.
Also shoutout to ratatui because even though it's technically a TUI not GUI, it's superb.
https://github.com/microsoft/windows-rs/tree/master/crates/s...
It's a react-style API for WinUI3 apps, meaning it's not trying to mimic the Windows LAF. It's merely a binding.
I suspect if such a filter was applied there would be very few. Probably just the bindings to gtk, qt or appkit.
For desktop app development, if I don’t care about native controls (and what does that mean in Linux or even post-Win32, anyway?) and don’t want to deal with Electron, why not use something a bit more established like Avalonia or Flutter?
I still think the ideal solution for Desktop GUIs would be the Qt company developing first class Qt bindings for Node.js (or some other runtime), and allow people to build UIs using web tech with Qt components.
Not sure why you want to build desktop GUIs using web tech though.
How about some screenshots?
Its very difficult to compare X to Y anywhere on this site. Its just an aggregator, not really an exemplary resource.
It looks like it just grabbed the intro to each project's self-description, but blurbs like "Zero-cost ultra-high-performance declarative DOM library using FRP signals" would be worth very little even with screenshots.
Cosmic DE is built using iced which is a rust gui library. As far as native, single-platform guis go, I'd say rust is plenty mature.
There's also Bevy, a rust game engine, which, if I'm not mistaken is built on egui(?), and I think supports multiple compile targets.
Between a desktop environment and a game engine, I'd say rust is in a pretty decent place when it comes to gui.
Not entirely correct, they have bevy_ui as the in-house example but many people use the third party bevy_egui crate
The best primer on the current(ish) state of GUI programming in Rust, IMO, is this article from 2025 which is linked on that page: https://www.boringcactus.com/2025/04/13/2025-survey-of-rust-...
> Idiotic.
Yes, seeing how simple it seems to redirect to a page playing the sound, instead. ;)
Not everybody works in big tech.
Unfortunately, I had the expectation that it should be as simple as making an HTML page. My failure to find a library or a framework to make GUI application made me learn a lot about how GUI works. I realized that making GUI for browser and for desktop are quite different problems. Browser makes easy what's difficult having a desktop oriented GUI framework - text rendering. However, the situation is fair the other around. GUI framework makes easy what's difficult in a browser - drawing arbitrary shapes. As a result, a web-frontend programmer struggles to figure out how to write some text having something like Qt, a GUI programmer tries to find the API to the bitmap in a browser.
It's fair noticed in the previous comments that a GUI framework brings a lot. That's because the problem is complex:
1. Create a window
2. Communicate with the window compositor (you do in WinAPI too btw). How to access the system tray and the child window.
3. Communicate with the operating system.
4. Handle the user input. Callback vs event streams. The user has 4 keyboards for some reason.
5. Rendering. Subpixels, shapes, different DPI. The user has 6 monitors.
6. Text rendering.
7. Widgets. Where probably the most difficult part is to make a textbox, because it involves the solutions of all previous steps.
The steps above touch only the visual part. There's also audio, accessibility, somebody wants the GUI framework to solve the networking.
After all of this research, I picked simply SDL for my project.
1. It's easy to compile.
2. It's small.
3. It relies on the subjectively common dependencies.
4. It's fairly straightforward to upgrade. Given that, you have to create a lot from scratch the part with updating is smaller comparing to a Qt-based solution.
5. It has batteries. My favorite is SDL_ttf which allowed me recently to implement selection of the text which is quite a bit through towards a textbox.
Having a project on SDL requires a lot of knowledge, but not a lot of code.
Strengths:
- Message passing model with separate Model and View paths
- Async / Sync landscape (sync on the GUI thread, tasks / subscriptions for async stuff with messages returned to the GUI thread)
- Writing custom Widgets is quite easy! In 0.14 stateful widgets got a revamp and they are quite nice
- Performance is great
- Despite being very capable, the framework is not that large. Learning it is not a daunting task
- Documentation might be sparse, but due to how it's written, I was able to just read the code and understand how it works without issue
Downsides include: - Lots of changes between releases (still pre 1.0)
- Theming. Despite being (somewhat) recently reworked, it's still overcomplicated imo
- The layouting engine is tricky to use and I fight with it much more than I should. Quite often widgets do not show up at all or take too much space because I didn't use the right combination of `Length` variants for `width` and `height` of the widget (and/or its children)
- Some interfaces seem a bit weird (I am specifically thinking about overlays)
- There is some confusion regarding what should go in the application state and what should be held in Widget's state. The interfaces are clearly defined here, but what can be / should be done is often found out in practice (perhaps I lack experience here)That’s crazy. It’s still better than the UX’s that game engine designers think work. Sure bro, show me your File Open/Save Dialog and tree view. Show me your text editor (nicely done, zed)
My only question is - say if one uses Rust, is flutter_rust_bridge the way to go?
All that is to say that I'm glad there's another way to get Rust on mobile aside from stuff like flutter_rust_bridge.
[0] https://github.com/woboq/qmetaobject-rs
[1] https://www.rubdos.be/2026/04/17/my-sailfish-os-journey-apps...
having SSR built in means that the UX is amazing - really complex pages load basically instantly, and it degrades just as easily for folks that haven't loaded the WASM. server functions were also fantastic to work with and easy to reason about. and, the hot reloading they built means that most UX changes are reloaded within a ~few seconds, meaning iterating is fast and (mostly) painless.
the native component library dioxus has (dioxus-primitives) is... sparse so i did have to build out a hundred or so basic components, but i've done that across various stacks 5-6 times now over my career so it's a fun little journey at this point. for the components they do provide, the quality bar is very good.
egui is the clear winner for making desktop applications. I've built a complex application recently (think of it like an AI powered image editor, doing plenty of editor logic and communicating with several python backends for the AI part) and it's been smooth sailing. It would be nice to have a family of components that look native on every platform but nowadays the desktop experience is anyway wildly inconsistent (and web-centric).
Using qt bindings is a good option too, but depending on non rust code means you are more likely to catch some weird crash. My experience with Qt in Rust is years old, so I can't comment on stability.
For frontend development, leptos is really nice and it feels familiar coming from react - but the whole chain is too heavy, your target directory quickly balloons to GBs and that's unacceptable, especially if you have several frontend projects.
I vibe coded a proof of concept leptos (including islands) with a minimal runtime and no dependencies and the size was much more contained. There is margin for improvements but today I would stick with solid.js for frontend development.
The other big hurdle for Rust on the web is the need to compile to wasm. That means that any Rust application will be heavier than a similar app in another JS framework. If we could target js instead of wasm, maybe we could have apps with small bundles.
egui is, however, one of the most reliable paths in Rust today for building and shipping a desktop app.
Qt QML is already annoying in C++ since you have to juggle 2 lifetime systems, c++ manual lifetime management and QMLs QML engine (aka gargabe collection).
I disagree. It's the easiest to get started with, but it looks pretty terrible (poor font rendering especially), and immediate mode has serious downsides.
My current favourite is https://github.com/longbridge/gpui-component