specs
bevy-website
specs | bevy-website | |
---|---|---|
13 | 16 | |
2,415 | 182 | |
1.1% | 1.6% | |
6.4 | 9.4 | |
11 days ago | 2 days ago | |
Rust | JavaScript | |
Apache License 2.0 | MIT License |
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.
specs
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Why ECS pattern is popular in Rust?
The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
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Want to learn how to make games with Rust and the Bevy game engine? Now is a great time to jump in with the recently released Bevy version 0.10. I created a Bevy 0.10 beginner tutorial video series for those looking to learn and join our game dev community!
Instead, I'm using now the specs Library. It's a pure ECS library and much less powerful, without any visualization capabilities, but its works for me :)
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Is implementing an ECS in rust a bad idea for a beginner project?
writing an ECS is defined a challenging project, no matter the language or if you're a beginner. although it is entirely possible to write one in Rust, check out specs and bevy_ecs for examples.
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Ecs fundamentally at odds with borrow checker.
specs
- Goggles - A specs-derived DIY library for doing ECS
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Veloren is releasing 0.13!
The official 3d rendering client uses a custom engine called Voxygen. They use Specs for logic.
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How are rust devs doing?
Rust has a delightful ECS library, specs, that I absolutely love. It has safe multi-threaded execution built right in, which is fantastic for the pretty parallelizable work I was doing. Concurrency in C++ is nasty business on the best of days, and I've run into so many nasty bugs with the custom system I've had to build out to fit the web's weird threading model.
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Programming a Rogue-Like with Rust
Man, this Specs [0] library is so strange to me, coming from a Unity background. Is there some sort of comparison as to why one way is better than the other?
[0] https://specs.amethyst.rs/
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Bellclone: a simple 2D game about jumping
Hi everyone - I just picked up one of my long-unfinished side project built with Rust and would like to show it to you here. It's a clone of the famous(?) Winterbells game. It's written entirely in Rust and uses OpenGL and an entity-component-system architecture ([the `specs` crate](https://crates.io/crates/specs)) (still learning), no game engine.
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There are a *lot* of actor framework projects on Cargo.
Wait did the person at your company write specs or something else because they weren't pleased with it? I don't know much about amethyst and vaguely know about entity component systems but I watched a talk on someone making a game with amethyst and was pretty impressed -- it looked thoroughly approachable and I do not doubt the performance is there (since the whole reason you do ECS is performance).
bevy-website
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The Bevy Foundation
https://github.com/bevyengine/bevy-website/issues/1097 Yep, on our wishlist and will be added :)
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Bevy 0.11: ECS-driven game engine built in Rust
We'd like to open the floodgates on Bevy Book development asap. This taking so long has largely been my fault ... I've been overly protective of the Bevy Book while also not giving it the attention it deserves. Here is our current plan: https://github.com/bevyengine/bevy-website/issues/623#issuec..., which I'd like to execute during the next cycle.
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Android support?
Latest Progress: https://github.com/bevyengine/bevy-website/pull/550/files
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Bevy 0.8
I do want previews though.
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Programming a Rogue-Like with Rust
API docs, examples and the revised book: https://github.com/bevyengine/bevy-website/pulls?q=is%3Aopen...
Strongly agreed on the need for better introductory material; the existing book is extremely incomplete.
> I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.
I know of 2 released commercial projects, the CAD team, a few indie devs who have started and 3 or so small studios who are looking to start. There's a little thread in the Discord where I've rounded folks up: [Bevy in production](https://discord.com/channels/691052431525675048/995713618526...).
- Bevy 0.6 to 0.7 Migration Guide
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How Bevy uses Rust traits for labeling
We also do some real cleverness around split borrows in order to enable automatic system parallelism. This draft book page goes into more concrete details :)
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Bevy 0.6
Can do
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Not Snake - my first game released made with Bevy
I used the unofficial bevy cheatbook a lot to learn the ropes. Everyone on the discord is super friendly and helpful and the official documentation is being updated, you can check out the PRs on the book branch
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Bevy’s First Birthday: a year of open source Rust game engine development
If you're curious about the ECS side of things, that chapter is now ~approximately complete, and should make an excellent learning resource: https://github.com/bevyengine/bevy-website/pull/182
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
wgpu - Cross-platform, safe, pure-rust graphics api.
Amethyst - Data-oriented and data-driven game engine written in Rust
gdnative - Rust bindings for Godot 3
ggez - Rust library to create a Good Game Easily
CodeLLDB - A native debugger extension for VSCode based on LLDB
Crayon - A small, portable and extensible game framework written in Rust.
bevy_prototype_lyon - Draw 2D shapes in Bevy
piston - A modular game engine written in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]