FluidFramework
bevy
FluidFramework | bevy | |
---|---|---|
12 | 574 | |
4,611 | 32,358 | |
0.1% | 2.0% | |
10.0 | 9.9 | |
4 days ago | 3 days ago | |
TypeScript | Rust | |
MIT License | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
FluidFramework
- FluidFramework: Build distributed, real-time collaborative web applications
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Ask HN: What Are You Working on This Year?
Have you seen FluidFramework? It's open source (MIT): https://github.com/microsoft/FluidFramework
I think the first product they're building on it is Loop: https://www.zdnet.com/article/microsoft-introduces-loop-a-ne...
- Ask HN: Apps that are built with Git as the back end?
- Realtime: Multiplayer Edition
- Fluid Framework: Data Sync Reimagined
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Woe be onto you for using a WebSocket
Full disclosure I work at MSFT and on the fluid framework.
If you are interested in this you may also be interested in the fluid framework, https://github.com/microsoft/FluidFramework
We use websockets and solve a lot of the state management problem called out here by keeping very little state on the server itself. The primary thing on server is a monotonically increasing integer we use to stamp messages, this gives us total order broadcast which we then build upon: https://en.m.wikipedia.org/wiki/Atomic_broadcast
Here are some code pointers if you want to take a look:
The map package is a decent place to look for how we leverage total order broadcast to keep clients in sync in our distributed data structures:
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Microsoft Launches Google Wave
(Disclosure: Work at Microsoft, but I work in Azure and some open source stuff, not on or directly with Fluid/Office/etc.)
That's just a trademark clause for Microsoft logos and brands. The Fluid Framework itself is [MIT licensed](https://github.com/microsoft/FluidFramework/blob/main/LICENS...) and doesn't require exposing any of those logos/brands when you use it, so the framework itself is fairly open for usage.
I think the main thing that would slow down adoption for Fluid is that the only "production" backend is an Azure service, which isn't part of the open source Fluid Framework. [Other open source backends](https://fluidframework.com/docs/deployment/service-options/) aren't recommended for productions. Until there are some open source ones, I'd assume adoption will be limited to folks in the Azure ecosystem.
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The Lost Apps of the 80s
Within the context of the Microsoft-verse, Fluid Framework (https://fluidframework.com) is supposed to be solving similar problems in web apps, although I haven't personally played with it.
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A couple of questions about dotnet from a Java developer :)
Microsoft recently open sourced fluid framework. It is a distributed, consensus based, real time collaboration framework written in typescript. Fluid would keep your clients synced up and your server code would only have to handle when someone hits submit. Fluid Framework
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Fluid Framework discovery
The official documentation and the github repository seem clear.
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
SyncedStore - SyncedStore CRDT is an easy-to-use library for building live, collaborative applications that sync automatically.
Amethyst - Data-oriented and data-driven game engine written in Rust
automerge - A JSON-like data structure (a CRDT) that can be modified concurrently by different users, and merged again automatically.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Joplin - Joplin - the secure note taking and to-do app with synchronisation capabilities for Windows, macOS, Linux, Android and iOS.
Fyrox - 3D and 2D game engine written in Rust
Command Line Parser - The best C# command line parser that brings standardized *nix getopt style, for .NET. Includes F# support
piston - A modular game engine written in Rust
crdt-event-fold - A Haskell library providing a garbage collected CRDT event accumulation datatype.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
rsocket-java - Java implementation of RSocket
specs - Specs - Parallel ECS