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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.
Are there any AAA or indi games being developed in Rust?
3 projects | /r/rust_gamedev | 5 Jun 2022
Check Station Iapetus, "commercial project that will eventually be released in Steam".
5 Rust game engines to consider for your next project
10 projects | dev.to | 24 May 2022
Besides being clear and easy to use, one of its popular features is the scene editor, which provides a scene preview as demonstrated in this example:
RG3D (Rust game engine) feature highlights
7 projects | news.ycombinator.com | 21 Aug 2021
[Media] rg3d game engine v0.22 - feature highlights
6 projects | /r/rust | 12 Aug 2021
Thanks! Huge breaking changes in the API are rare, I'm trying to design the API to be good from the first try. I have three dependent projects, so every breaking change forces me to fix all of those. Usually I need an hour or so to make it compile again, even on large projects like this.
Bevy 0.5: data oriented game engine built in Rust
10 projects | news.ycombinator.com | 6 Apr 2021
Station Iapetus - 3d third-person shooter written in Rust - Progress Report
2 projects | /r/rust | 5 Apr 2021
Assembling a scene in rusty-editor which is an editor for rg3d engine
3 projects | /r/rust | 18 Mar 2021
Station Iapetus - https://github.com/mrDIMAS/StationIapetus
Station Iapetus: 3rd person shooter in Rust using the rg3d game engine
2 projects | /r/rust | 18 Feb 2021
Which project do you think is the best at showing what Bevy is capable of?
2 projects | /r/bevy | 24 Mar 2023
User code is the same as engine code. It's all Rust. Consequently, Bevy already has a surprisingly rich ecosystem
9 projects | /r/rust | 6 Mar 2023
I've summarized a lot of my thoughts in this blog post, but in short: * "The Developer's Engine": most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem as a result. These blurred lines also make it way easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers are Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine. * Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is a lot of pro and anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms. * Fully Free and Open Source With No Contracts: Of the popular engines, only Godot is a competitor in this space.
4 projects | /r/bevy | 16 Nov 2022
I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
2 projects | /r/bevy | 15 Nov 2022
I would recommend going to bevy's blog post(https://bevyengine.org/news/) since the update lists are the only convenient way I know it find out what features bevy actually has implemented directly. then go over to bevy assets(https://bevyengine.org/assets/) and you can see the community-made plugins to get an idea of the sorts of things people are making available to you. and finally, as a bit of self-promo, I have a youtube series called bevy basics where I got over how bevy does things, like the ECS and systems, moving into more direct use thing like getting user input you can fine it all here www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j-KXuThRiSXc6
Bevy 0.9: data oriented game engine built in Rust
4 projects | news.ycombinator.com | 12 Nov 2022
I've summarized a lot of my thoughts in this blog post: https://bevyengine.org/news/bevys-first-birthday/#things-i-m...
But in short (slight copy-paste of my generic Bevy pitch):
The Developer's Engine: most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem (https://bevyengine.org/assets) as a result. These blurred lines also make it _way_ easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers _are_ Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine.
Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is _a lot_ of pro _and_ anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms.
We can't currently compete with the "big engines" on features, but we are adding features at a rapid (and growing) pace. Bevy was released about a year and a half ago. Most popular engines have been in development for almost 20 years (Godot since 2007, Unity since 2005, Unreal since 1998), so we have plenty of "time" from my perspective.
I'm a huge fan of Godot and used it to build my game High Hat over the course of about 4 years. I also contributed to it every once and awhile. When I was initially building Bevy, Godot's design decisions were always at the top of my mind (and they still are to this day). I love they way they do scenes (and our system draws inspiration from it). We also plan on borrowing their "dogfooding" approach to editor building (the Bevy Editor will be a normal Bevy App).6 projects | /r/gamedev | 12 Nov 2022
Bevy still has functionality gaps in most areas. And we still warn developers about stability and missing features in our learning material. But many people are successfully making games with Bevy at this point. Some companies are already successfully building on Bevy for commercial projects. Our modular "everything is a Rust plugin" approach means that most gaps can be filled with 3rd party plugins, and we already have a large ecosystem of people doing that: https://bevyengine.org/assets/.
Godot 4 Beta 1
4 projects | news.ycombinator.com | 15 Sep 2022
One of the benefits of 4.0 is also the modularity of it with GDExtension. The major parts of the engine (including the physics) can be swapped with replacements without the need to recompile the entire engine. I'd usually say that is a long shot for community run projects, but even Bevy engine has community made extensions for separate physics engines.
Forgetting about extensions, though, I see your point and almost agree, but Godot has shown that they will put in the work to improve their project, even if that means removing features like they did with visual scripting. Their physics engine will definitely be rough at first, but based on their past work, I believe they are willing and able to maintain it.
19 projects | /r/rust | 30 Jul 2022
Lots of good community-developed networking plugins over in Bevy Assets
3D Chess Tutorial from Bevy 0.4.0 to 0.7.0
4 projects | /r/bevy | 20 Jun 2022
Hi all! In the Assets tab from the Bevy official website, there is a "Making a Chess Clone in 3D" tutorial to learn Bevy written by guimcaballero. Unfortunately it was written in Bevy 0.4.0 and using bevy_mod_picking 0.3.1.
Bevy 0.7: data oriented game engine built in Rust
8 projects | news.ycombinator.com | 15 Apr 2022
Noumenal is a really cool "constructive solid geometry" Bevy-based 3D modeler on the iOS app store: https://noumenal.app/
That being said, we just had a very successful first Bevy game jam: https://itch.io/jam/bevy-jam-1/
We also have a number of nice open source games listed in Bevy Assets: https://bevyengine.org/assets/#games
And there are a lot of Bevy jams listed on itch.io: https://itch.io/games/tag-bevy
What are some alternatives?
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
wgpu-rs - Rust bindings to wgpu native library
bevy - A refreshingly simple data-driven game engine built in Rust
bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine
bevy-kajiya - A plugin to use the kajiya renderer with bevy
rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
gdnative - Rust bindings for Godot 3
rusty-shooter - [suspended] 3d shooter written in Rust using rg3d
Godot - Godot Engine – Multi-platform 2D and 3D game engine
arewegameyet - The repository for https://arewegameyet.rs
ggez - Rust library to create a Good Game Easily