WLED
bevy
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WLED | bevy | |
---|---|---|
599 | 570 | |
13,674 | 31,701 | |
- | 5.3% | |
9.5 | 9.9 | |
3 days ago | 3 days ago | |
C++ | 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.
WLED
- Älytaloista kokemuksia?
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List of your reverse proxied services
Multiple WLED controllers
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The Nano ESP32
I’m just a beginner myself, learning slowly. There is so much out there that a recommendation would need more information about your goals. Something that I recommend elsewhere in this topic is Dronebot Workshop. That person has well done videos with an excellent companion website. One of the tricks is understanding what information is too old to be helpful.
A very accessible starter project that I would suggest is to use an Wemos Mini esp8266 and an 8x8 led panel. Desolder leads from the panel and solder the 5v, ground and d4 pin from the Wemos to it. Attach to computer via usb and open the WLED website below to load the firmware on the ESP. Then open the on-ESP website or use the WLED app to go wild with colors.
LED Panel: https://www.amazon.com/gp/aw/d/B01DC0IMRW
Wemos mini:
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Blinking stars
Check out r/WLED or https://kno.wled.ge
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TV ambiance?
You can DIY your own with a IC-based RGB/RGBW strip and a rPi or x86 PC + ESP microcontroller using software like Hyperion or HyperHDR, combined with WLED.
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2023 Jun 5 Stickied -FAQ- & -HELPDESK- thread - Boot problems? Power supply problems? Display problems? Networking problems? Need ideas? Get help with these and other questions!
WLED runs on ESP32s and 8255s, and controls LED strings & power relays. https://kno.wled.ge
- Can't find a way to drive a WS2812 strip via Artnet using an ESP8266/32
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Send DMX data using Artnet protocol
I've been playing around with WLED on ESP32 and Raspberry Pi Pico W boards. I don't know if it runs on Arduino, but it speaks Artnet and has a lot of built-in effects. https://kno.wled.ge/
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Added some LEDs underneath
- NodeMCU with WLed loaded on it.
- [Homebridge] Lancement du plugin WLED
bevy
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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...
- Not only Unity...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
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Northlight makes Alan Wake 2 shine
ECS architectures are used in a number of young open source game engines, such as Bevy[1]. I haven't done game development for a long time, but hearing about an architecture that does away with the heavy and complex OOP you often see in games makes me want to dip my toes in again and check it out.
- Bevy 0.12
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
Tasmota - Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
FastLED - The FastLED library for colored LED animation on Arduino. Please direct questions/requests for help to the FastLED Reddit community: http://fastled.io/r We'd like to use github "issues" just for tracking library bugs / enhancements.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
NightDriverStrip - NightDriver client for ESP32
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
OpenRGB
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
LedFx - LedFx is a network based LED effect controller with support for advanced real-time audio effects! LedFx can control multiple devices and works great with cheap ESP8266 nodes allowing for cost effectvice syncronized effects across your entire house!