ada-spark-rfcs
arewegameyet
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58 | 677 | |
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2.8 | 7.1 | |
9 days ago | 7 days ago | |
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ada-spark-rfcs
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Ada news digest April 2022
Original discussion was there, I guess you can post your comments to that PR to keep the discussion in one place.
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Is Maintaining An Ada ISO Standard Worthwhile?
I forgot where I saw it, but I do recall reading somewhere that the ARG had discussed whether a shorter revision cycle would be better or not. I wouldn't be surprised if the creation of this ( https://github.com/AdaCore/ada-spark-rfcs ) was inspired by that discussion.
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Brett Slatkin: Why am I building a new functional programming language?
Ada might be getting pattern matching soon too:
https://github.com/AdaCore/ada-spark-rfcs/blob/master/protot...
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Why Rust?
> I did some ADA in the past and yes, it is a nice language, but it lacks the modernity and a dynamic community like Rust. ADA did received some nice update to its specification, but, just like C++, it struggle / cannot really fit the latest innovation in programming language that easily.
I'm still learning both Ada and Rust, nevertheless I humbly disagree. The more I learn it and other "old" languages the more it looks to me like "modern" ones rediscover things that have been present in other languages for years.
The really significant difference I can see for now is that Ada is not focused so strongly on functional programming paradigm. Rust borrow checker is a strong success of course and was another significant difference, but latest SPARK got borrow checking capabilities too, AFAIK.
While Ada's open-source community is smaller, I find it as energetic and devoted to improving the ecosystem as Rust's. I have no idea about closed-source community, but in the past 4 years ArianeGroup [1], Airbus [2] and Nvidia [3] talked about choosing Ada for their high-integrity applications.
> And to be fair, it is fine. ADA is very much a "committee" language (its spec are ISO/IEC) instead of a "community" language (all the spec and rfc of Rust are on github and anyone can easily discuss them).
You can discuss Ada/SPARK RFCs here: https://github.com/AdaCore/ada-spark-rfcs . I think I once saw on Ada forum or chat that someone proposing changes to the language was simply invited to talk to people working on the standard, so it doesn't look like the language is developed in isolation or something.
> This makes it so that ADA doesn't get the attention, and the rapidity of innovation, that a language like Rust does, but ADA is mostly made for program that will need to be maintained in critical operations for decades with the code being maintainable and compilable far into the future.
I think that Ada adopted quiet quickly to standards set by Rust: lower entry barrier toolchain, compelling licensing, library distribution, RFCs, etc. And in terms of language features, in many areas it's not only on par, but ahead of competition. So you're less likely to see lots of changes, but they do happen nevertheless. I'm not saying Ada is perfect, of course. There are parts of it that other languages do better. No shame in that.
IMHO, the reason Ada is unknown to many people is a combination of its past, myths surrounding it, and general trend of people to follow trends. ;) But I currently find Ada/SPARK even more compelling option than Rust, even though I like both.
[1] https://www.facebook.com/ArianeGroup/posts/2872955946126067
- Lessons from Learning Ada in 2021
- RFC on exceptional contracts for SPARK
- [RFC] declare local variables without a declare block
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Does ada support object methods?
There's a proposal to allow dot syntax for untagged types as well.
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It's Ada Lovelace Day Learn the Ada Programming Language in 2021
There's also an active discussion about adding format strings to the language here: https://github.com/AdaCore/ada-spark-rfcs/pull/77
- Looking for feedback about the syntax for format strings in Ada
arewegameyet
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Is rust suitable for multiplayer games?
arewegameyet
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Someday, maybe, we will be game. I hope.
"While the ecosystem is still very young, you can find enough libraries and game engines to sink your teeth into doing some slightly experimental gamedev."
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Egregoria is a city simulation with high granularity
I think Rust for games has come really far. I will cite https://arewegameyet.rs/ "Almost. We have the blocks, bring your own glue.".
All the blocks are there and the language is really well suited to games.
On top of my head:
The pros:
- The crate ecosystem and the package manager makes it really easy to integrate any useful component such as pathfinding, spatial partitioning, graphics backend, audio system.. Most crates take a lot of effort to be cross-platform so I can develop on linux and not spend too much time debugging windows releases.
- The strong typing and algebraic data types makes expressing the game state very pleasant. I also found I was able to develop a very big game without too many bugs even though I don't write many tests.
- Ahead of time compilation + LLVM guarantees you won't have to optimise for weird things around a virtual machine. Rust gives you more control to optimise hot loops as you can go low-level.
- I find wgpu to be the perfect balance between ergonomics and power compared to Vulkan. OpenGL support through wgpu is also a nice addition for lower end devices.
- The Rust community is very helpful, you can often talk directly to crate maintainers
The cons:
- Compilation times, when compared to JITed languages such as C# can be very painful. It can be alleviated by buying a 3950X but I still often get 10-30s iteration times.
- The static nature of Rust means you often need a dynamism layer above to tweak stuff that can be awkward to manage. I made inline_tweak for this purpose but it's really far from how easy Unity makes it. https://github.com/Uriopass/inline_tweak
- Since Rust feels very ergonomic, you are tempted to write almost all game logic within it, so mod support feels very backwards to implement as you cannot really tweak "everything" like in Unity games. Thankfully "Systems" game like Factorio or Egregoria can be theoretically split into the "simulation" and the "entities" so mod can still have a great impact. Factorio is built in C++ so has the same problematic. Their Lua API surface is quite insane to be able to hook into everything. https://lua-api.factorio.com/latest/
Now, I have to talk about Bevy: https://bevyengine.org/. It did not exist when I started but it is a revolution in the Rust gamedev space. It is a very powerful 100% Rust game engine that makes you write game code in Rust too. It has incredible energy behind it and I feel like if I'd used Bevy from the start I wouldn't have had to develop many core engine systems. Its modular design is also incredibly pleasant as you can just replace any part you don't like with your own.
- What is Rust's potential in game development?
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Struggling to find practical uses for Rust
For practical uses of Rust? Whatever you want to program. People use Rust for game development, GUIs, web dev, and more. Anything where abstraction, speed, concurrency, memory safety, etc. are important, Rust will probably be a good fit.
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Latest Zen Kernel......
Are we game yet? "Almost. We have the blocks, bring your own glue"
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Really frustrated. [Warning: Bit of a negative rant]
Not seeing anything else that's close to photo realistic. I'm hitting the tough bugs first all too often. More than half my time has been spent on ecosystem problems.
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What are some stuff that Rust isn't good at?
I also know of https://arewegameyet.rs/
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Chrome ships WebGPU, a sort-of successor to WebGL. How soon do you see this being adopted by the game dev community?
Yes — and in fact, Firefox's implementation has been the go-to graphics API for folks trying to make Rust gamedev happen for a long time now. Bevy Engine's renderer is built on it, for example.
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Are We <Thing> Yet?
They're all/mostly websites about the state of the Rust language ecosystem. For example, can you write games in Rust (https://arewegameyet.rs/) or what's the state of the async (https://areweasyncyet.rs/)
What are some alternatives?
cortex-gnat-rts - This project contains various GNAT Ada Run Time Systems (RTSs) targeted at Cortex boards: so far, the Arduino Due, the STM32F4-series evaluation boards from STMicroelectronics, and the BBC micro:bit (v1)
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Kind - A next-gen functional language
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
falcon.py - A python implementation of the signature scheme Falcon
rust-rdkafka - A fully asynchronous, futures-based Kafka client library for Rust based on librdkafka
ada-spark-rfcs - Platform to submit RFCs for the Ada & SPARK languages
GameDev-Resources - :video_game: :game_die: A wonderful list of Game Development resources.
detonator - 2D game engine and editor 💥💣
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
bevy - A refreshingly simple data-driven game engine built in Rust
gdnative - Rust bindings for Godot 3