Theseus
bevy
Theseus | bevy | |
---|---|---|
32 | 574 | |
2,735 | 32,358 | |
0.7% | 2.0% | |
8.8 | 9.9 | |
4 months ago | 2 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.
Theseus
- Theseus OS
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Fomos: Experimental OS, Built with Rust
Theseus OS (https://www.theseus-os.com/) is also an OS written in Rust. It's a safe-language OS and I believe it's the future of the OSes due to its unique features.
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Asynchronous Rust on Cortex-M Microcontrollers
I believe that Tock (tockos.org) and Theseus (https://github.com/theseus-os/Theseus) are in this area a bit as well, just from an actual OS perspective.
I don't know much about this area, but it would be wonderful if these could work with the Libre compute boards, like the AM Logic S905X (Lepotato) or the Rock chip, since they're so much cheaper than a Pi.
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I am looking for a troubled/bad open source codebase
We could use some help here: https://github.com/theseus-os/Theseus
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Making a RISC-V Operating System Using Rust
Relevant, also an OS written in and made possible by Rust: https://www.theseus-os.com/
I think Theseus is to conventional OSes what Rust is to JavaScript.
- Linux kernel use-after-free in Netfilter, local privilege escalation
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Microsoft is busy rewriting core Windows library code in memory-safe Rust
I wonder if somehow someday Microsoft Windows can be rerooted as something like wine running in user space of a rust os like https://github.com/theseus-os/Theseus
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Need help for porting my kernel to different architectures.
We've been working on porting Theseus OS to aarch64 over the past few months, feel free to browse our code if you need help understanding anything. Theseus is written from scratch entirely in Rust, so it's likely quite relevant to your work. You can probably find all of the aarch64-related commits and issues just by searching "aarch64" on the repo.
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Exploiting null-dereferences in the Linux kernel
I mean, there are several rust kernel/os projects in progress.
One project that's pushing on the boundary of safety and composability is Thesus, which takes language safety to new ground by shifting traditionally OS-level responsibilities like resource management all the way down to typechecks in the language, and also explores a way of updating any core OS component on a live running system. https://github.com/theseus-os/Theseus
There's also KataOS which google just recently announced: https://opensource.googleblog.com/2022/10/announcing-kataos-...
As you note, these things take time, I agree with sibling that none of them are likely to be "enterprise-grade" or "production ready" this decade.
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[concept] Modular kernel
Not to rain on your parade, but you've essentially just described Theseus OS.
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rustโthat 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 allโyou 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 Gameโข 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?
rust-raspberrypi-OS-tutorials - :books: Learn to write an embedded OS in Rust :crab:
Amethyst - Data-oriented and data-driven game engine written in Rust
nomicon - The Dark Arts of Advanced and Unsafe Rust Programming
Godot - Godot Engine โ Multi-platform 2D and 3D game engine
tock - A secure embedded operating system for microcontrollers
Fyrox - 3D and 2D game engine written in Rust
svix-webhooks - The enterprise-ready webhooks service ๐ฆ
piston - A modular game engine written in Rust
win32metadata - Tooling to generate metadata for Win32 APIs in the Windows SDK.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
interface-types
specs - Specs - Parallel ECS