validator
bevy
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validator | bevy | |
---|---|---|
18 | 573 | |
1,802 | 32,210 | |
- | 3.8% | |
6.8 | 9.9 | |
7 days ago | 4 days ago | |
Rust | 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.
validator
- Choosing the Right Rust Web Framework: An Overview
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Is implicit typing in Rust always guaranteed to have the same behavior?
(That's how certain kinds of extensibility work in the validator crate. You just impl a method and validator won't care where it comes from as long as it's in scope because it's built using declarative macros.)
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Incomprehensible Performance Issues unraveled with Kubernetes Tracing Tools
The rust proc macro system is my absolute favorite feature of the language. One of my other favorite libraries is https://github.com/Keats/validator
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garde: a validation library
Hi! I'm happy to announce the release of garde. In summary, this is a rewrite of the validator crate.
- Why use Rust on the back end?
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Form Validation in Rust (Actix-Web)
Validator : Macros 1.1 custom derive to simplify struct validation inspired by marshmallow and Django validators
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Any active open source repos built using Rust that need development ?
https://github.com/Keats/validator needs some help, it's a validation library that easily plugs into Web Development.
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Is it possible to get both vector and string from single variable with serde_yaml?
(The validate attribute is from the validator crate.)
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venial 0.1 - A lightweight alternative to syn
Would love to use it in https://github.com/Keats/validator when it's ready!
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Show /r/rust: a Rust implementation of the Realworld demo app spec using Axum and SQLx, written by a co-author of SQLx.
Actually, /u/mehcode just reminded me that this exists: https://github.com/Keats/validator
bevy
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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
- Not only Unity...
What are some alternatives?
axum - Ergonomic and modular web framework built with Tokio, Tower, and Hyper
Amethyst - Data-oriented and data-driven game engine written in Rust
strictyaml - Type-safe YAML parser and validator.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
realworld-axum-sqlx - A Rust implementation of the Realworld demo app spec using Axum and SQLx.
Fyrox - 3D and 2D game engine written in Rust
PyO3 - Rust bindings for the Python interpreter
piston - A modular game engine written in Rust
null - Nullable Go types that can be marshalled/unmarshalled to/from JSON.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
mirrord - Connect your local process and your cloud environment, and run local code in cloud conditions.
specs - Specs - Parallel ECS