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DioxusLabs
dioxus
Rust2022–2026
DioxusLabs / dioxus

dioxus

Fullstack app framework for web, desktop, and mobile.

22Distinct people
41Mentions
0Explicit recommenders
39.7KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Fullstack app framework for web, desktop, and mobile.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 11:34:28 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year41 dated mentions

Observed mentions: 2022-01-25 20:20:26 UTC to 2026-09-10 18:07:43 UTC.

0369122022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 7 mentions; 1 submissions, 6 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 10 mentions; 1 submissions, 9 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 8 mentions; 1 submissions, 7 comments20242025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 12 mentions; 4 submissions, 8 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC716
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC1019
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC817
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC1248
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC413

What Hacker News says

12 sources
> I don't see what advantage this gives I believe it may "just" be faster link times. Which may seem minor, but link times can often dominate incremental compile times because it's a slow and (at least historically) serial step which is O(total code size) even if the actual compilation is incremental. See mold's linking benchmarks: https://github.com/rui314/mold. It can be the difference between multiple 10s of seconds with traditional linkers vs <2s with newers ones. There are few strategies for dealing with this: 1. Is just to use a faster multi-threaded linker. On Linux, lld, mold, and wild on Linux are all much faster than the traditional ld/gold (and the latter two another step above lld). On macOS, the new built-in ld64 is pretty good. Not sure what the state is on Windows: possibly lld is best? 2. Is dynamic linking as above. This
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seems to be faster even though the dynamic links need to resolved at runtime. I presume because at least the links wholly within the dynlib don't need to be resolved. 3. Is tools like Subsecond (https://github.com/DioxusLabs/dioxus/tree/main/packages/subs...) which effectively implement incremental linking by diffing the symbols in object files.
In Rust cross-platform GPUI components
I think it would, modulo that it's not really "ready" yet. We do have a couple of PoC examples of integrating with the Bevy game engine. Both of these use Dioxus Native, which wraps Blitz with Dioxus (which is a React-like framework but in Rust rather than JavaScript - https://github.com/DioxusLabs/dioxus), but you could do DOM tree creation and event handling manually if you wanted to. - This first one includes Bevy inside a window setup by Dioxus Native (using a `<canvas>` element similar to how you might on the web). Here the event loop is controled by Dioxus Native and the Bevy game is rendered to a texture which is then included in Blitz's scene. https://github.com/DioxusLabs/dioxus/tree/main/examples/10-i... - This second one does it the other way around and embeds a Dioxus Native document inside a window setup by Bevy. Here the eve
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nt loop is controlled by Bevy and the Blitz document is rendered to a texture with which Bevy can then do whatever it likes (generally you might just render it on top of the games, but someone tried mapping it into 3d space https://github.com/rectalogic/bevy_blitz) https://github.com/DioxusLabs/dioxus/tree/main/examples/10-i... The latter is probably what I would recommended for game UI. Both approaches probably need more work (and Blitz could do with more complete event handling support) before I would consider them "production ready".
In Servo v0.0.1
If you're familiar with JS frameworks, you can think of it like this: Dioxus : React :: Leptos : SolidJS The key for me is that Leptos leans into a JSX-like templating syntax as opposed to Dioxus's H-like function calls. So, Leptos is a bit more readable in my opinion, but that probably stems from my web dev background. The Dioxus README has a whole section comparing them -- https://github.com/DioxusLabs/dioxus#dioxus-vs-leptos
In When Is WebAssembly Going to Get DOM Support?
Creator here - haven't had a chance to write up a blog post yet! Stay tuned. The gist of it is that we intercept the Rust linking phase and then drive `rustc` manually. There's some diffing logic that compares assembly between compiles and then a linking phase where we patch symbols against the running process. Works across macOS, Windows, Linux, iOS, Android, and WASM. On my m4 I can get 130ms compile-patch times, quite wicked stuff. We handle the hard parts that the traditional dylib-reloading doesn't including TLS, statics, constructors, etc. I've been posting demos of it to our twitter page (yes twitter, sorry...) - With bevy: https://x.com/dioxuslabs/status/1924762773734511035 - On iOS: https://x.com/dioxuslabs/status/1920184030173278608 - Frontend + backend (axum): https://x.com/dioxuslabs/status/1913353712552251860 - Ratatui (tui a
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In Subsecond: A runtime hotpatching engine for Rust hot-reloading
> Are there any approaches which implement server-side rendered SPAs with Rust? In that case Rust would render the HTML for the first load and server JSON APIs for changes in the SPA Yes, frameworks like Dioxus (https://github.com/dioxuslabs/dioxus) implement next.js-like "fullstack" SPAs in Rust (the client-side code compiles to WASM). > Rendering the HTML is performance-intensive in my experience, using Rust could save up quite some computational resources. The server-side performance is indeed much better than JS alternatives (client-side performance is more or less the same).
In Using Rust Back End to Serve an SPA

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