GET3D | bevy | |
---|---|---|
17 | 574 | |
4,124 | 32,489 | |
0.6% | 2.4% | |
4.2 | 9.9 | |
7 months ago | 2 days ago | |
Python | Rust | |
GNU General Public License v3.0 or later | 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.
GET3D
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Egregoria is a city simulation with high granularity
Check out: https://github.com/nv-tlabs/GET3D
License looks open. Very demanding hardware requirements (8 A100s).
- Tell HN: The next generation of videogames will be great with midjourney
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Save money for figure by generate one
With CharTurner it might be possible to extrapolate out a 3D model 🤔 Nvidia was messing with it back in Fall of least year. https://github.com/nv-tlabs/GET3D
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Creating 3D models using NVIDIA Get3D
Get 3D Code: https://github.com/nv-tlabs/GET3D
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Ai generated 3d models?
GET3D
- Game development is about to go wild with AI
- Absolutely crazy - addon in blender to add textures to models with text prompts. Dream Textures (SD for Blender) - free addon. My god, it's accelerating at the speed of light.
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Do you have any tips for converting 2D image to 3D, have you tried asking SD to do various different angles of the same image?
You are going to have a hard time from an SD image as you can't reliably get other angles to build a model, Nvidia's Get3D can try from a single image but the results are basic from what I can make out but I have not run it myself yet : https://github.com/nv-tlabs/GET3D
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RTX 4090 Launch Thread - Surprise Inside
Honestly: I'm looking into getting a 4090, as someone with a 3090. I really, really push my card doing AI assisted video sequences, machine learning, simulations in blender, production for The largest metaverse convention in the world , and being able to record and stream to AV1 on the fly would be icing on the cake. Though I wish it had 48gb of Vram for custom ML training datasets to use nvidia's nerfs and tlabs Get3d, 24 will do for now. It also pushes through vr pretty well when paired with pci-e 5. Or running renderdoc or anything else. I'm currently working with a small team for an exhibit at Raindance Immersive, and I know the 30+ minutes it takes to generate 30 seconds of footage right now would be easially cut in half for this new show.
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This room is dynamically generated with GPT-3 creating its person, items and writings, while SD paints the pictures on the wall.
Do you have the resources to run https://github.com/nv-tlabs/GET3D to try to AI generate objects GPT-3 references?
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 Gameâ„¢ 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?
stable-dreamfusion - Text-to-3D & Image-to-3D & Mesh Exportation with NeRF + Diffusion.
Amethyst - Data-oriented and data-driven game engine written in Rust
instant-ngp - Instant neural graphics primitives: lightning fast NeRF and more
Godot - Godot Engine – Multi-platform 2D and 3D game engine
hashcat - World's fastest and most advanced password recovery utility
Fyrox - 3D and 2D game engine written in Rust
magic3d-pytorch - Implementation of Magic3D, Text to 3D content synthesis, in Pytorch
piston - A modular game engine written in Rust
stable-diffusion-webui - Stable Diffusion web UI
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
inline_tweak - Tweak a Rust value directly in the source code
specs - Specs - Parallel ECS