PicoPico
bevy
PicoPico | bevy | |
---|---|---|
8 | 574 | |
60 | 32,358 | |
- | 2.0% | |
6.6 | 9.9 | |
about 1 month ago | 6 days ago | |
Lua | Rust | |
- | 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.
PicoPico
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Alpha port of Pico-8 to 3DS
You can download the cart here (the 3dsx file). If you have homebrew launcher, give it a try! As I said before, consider this broken/alpha. Bunny, Valdi and Celeste are mostly playable
- Is anyone running pico8 on a microcontroller?
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Ask HN: What Are You Working on This Year?
Continue implementing PICO-8 on an ESP32 platform, trying to make it into a PCB with a friend's help
https://github.com/DavidVentura/PicoPico
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Pico-8 running on ESP32
This is a work in progress build of Pico-8, running on an ESP-32 (with 4MB PSRAM) The code is on github. There's no music support, audio kinda works. There's an SDL backend to test the implementation on PC
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Ask HN: What Are You Working On? (August 2022)
A handheld, esp32-based implementation of the pico-8[0] console. Basics work already, sidetracked into writing a terrible Lua to C++ compiler to squeeze some extra performance out of some pathological-case games.
Lives at https://github.com/davidventura/picopico
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Show HN: I built a handheld CHIP-8 game console to teach myself embedded systems
This looks excellent! I'll definitely try to learn a bit of what you've done
I'm making a similar project; a handheld Pico-8 console: https://github.com/DavidVentura/PicoPico/ although currently I'm stuck in the process of writing a half-working Lua-to-C++ compiler
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Making fifty TIC-80 carts in a weekend
I saw Pico8 a while ago and really liked it! Now I'm trying to make it "real", by creating a physical console that implements the API: https://github.com/DavidVentura/PicoPico
It's heavily incomplete, but it runs "Celeste" on an ESP32. Some small games also run in the Raspberry Pico (RP2040), but it does not have enough RAM for medium-large games.
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?
open-recipe-project - Free, and open recipes for anyone to use
Amethyst - Data-oriented and data-driven game engine written in Rust
yocto-8 - A (WIP) PICO-8 cartridge runner for the Raspberry Pi Pico
Godot - Godot Engine – Multi-platform 2D and 3D game engine
oxide - Teach your PostgreSQL database how to speak MongoDB Wire Protocol
Fyrox - 3D and 2D game engine written in Rust
FastHash
piston - A modular game engine written in Rust
CHIPnGo - A custom-built CHIP-8 hand-held gaming console powered by a STM32 microcontroller.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
pyroscope-rs - Pyroscope Profiler for Rust. Profile your Rust applications.
specs - Specs - Parallel ECS