Bannerlord.CSharp.Scripting
bevy_mod_scripting
Bannerlord.CSharp.Scripting | bevy_mod_scripting | |
---|---|---|
2 | 5 | |
13 | 352 | |
- | - | |
0.0 | 7.9 | |
over 1 year ago | 15 days ago | |
C# | Rust | |
MIT License | Apache License 2.0 |
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Bannerlord.CSharp.Scripting
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3 years of fulltime Rust game development, and why we're leaving Rust behind
And yet the fact that Bannerlord game logic is entirely in C# makes this possible:
https://github.com/int19h/Bannerlord.CSharp.Scripting
which in turn makes it a lot easier and more convenient to mod. Try that with Rust...
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Mod Monday
See the documentation and examples at https://github.com/int19h/Bannerlord.CSharp.Scripting.
bevy_mod_scripting
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3 years of fulltime Rust game development, and why we're leaving Rust behind
As someone who's become a core contributor to Bevy lately, while also doing contract work in Unity on the side, I obviously disagree with the idea that Rust isn't up to the task of game dev. The grass isn't greener on the Unity side, with a mountain of technical debt holding the engine back. (They're still using Boehm GC in 2024!) Bevy is a breath of fresh air just because it's relatively new and free of legacy. Using Rust instead of C++ is just one part of that. Bevy has a more modern design throughout: for instance, it has a relatively straightforward path to GPU-driven rendering in an integrated system, without having to deal with three incompatible render pipelines (BiRP, HDRP, URP).
What I find more interesting is the parts of the article that boil down to "Rust isn't the best language for rapid development and iteration speed". And that may well be true! I've long thought that the future of Bevy is an integrated Lua scripting layer [1]. You don't even need to get into arguments about the suitability of the borrow checker: it's clear that artists and designers aren't going to be learning Rust anytime soon. I'd like to see a world in which Rust is there for the low-to-mid-level parts that need performance and reliability, and Lua is there for the high-level logic that needs fast iteration, and it's all a nicely integrated whole.
Long-term, I think this world would actually put Bevy in a better place than the existing engines. Unity forces you into C# for basically everything, which is both too low-level for non-programmers to use and too high-level for performance-critical code (unless you have a source license, which no indie developer has). Unreal requires C++, which is even more difficult than Rust (IMO), or Blueprints, which as a visual programming language is way too high-level for anything but the simplest logic. Godot favors GDScript, which is idiosyncratic for questionable gain. I think Rust and Lua (or something similar) would put Bevy in a Goldilocks spot of having two languages that cover all the low-, mid-, and high-level needs well.
As for the other parts of the article, I disagree with the ECS criticism; ECS has some downsides, but the upsides outweigh the downsides in my view. I do agree that Bevy not having an official editor is an ongoing problem that desperately needs fixing. Personally, I would have prioritized the editor way higher earlier in Bevy's development. There is space_editor [2] now, which is something.
[1]: https://github.com/makspll/bevy_mod_scripting
[2]: https://github.com/rewin123/space_editor
- Open call for maintainers: bevy_mod_scripting
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Bevy 0.10: data oriented game engine built in Rust
So far, there are promising experiments like https://github.com/makspll/bevy_mod_scripting, but nothing's really caught fire in the community yet.
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Fyrox Game Engine 0.29
Interesting. Personally I find Rust-only pretty appealing, but people definitely have differing opinions: https://github.com/makspll/bevy_mod_scripting
- Repos using rlua/mlua
What are some alternatives?
Blightmud - A terminal mud client written in Rust
bevy-inspector-egui - Inspector plugin for the bevy game engine
kayak_ui
tealr_doc_gen - an online documentation generator for apis written with tealr
lotus - :zap: Fast Web Security Scanner written in Rust based on Lua Scripts :waning_gibbous_moon: :crab:
bevy_async_task - Cross-platform ergonomic abstractions for async programming in Bevy.
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
bevy-mouse-tracking - A plugin for effortless mouse tracking in the bevy game engine.
pong - pong implementation in Rust, single player and two player available!
physarum-sim - A simulation of the Physarum Polycephalum slime. Written in Rust and rendered with Bevy.
bevy-ball-game - This is a small game I made to teach the basics of the Bevy Game Engine
script-bench-rs - Rust embedded scripting languages benchmark