specs
godot-proposals
specs | godot-proposals | |
---|---|---|
13 | 610 | |
2,415 | 1,032 | |
1.1% | 1.5% | |
6.4 | 2.7 | |
11 days ago | 6 months ago | |
Rust | ||
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).
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Amethyst - Data-oriented and data-driven game engine written in Rust
godex - Godex is a Godot Engine ECS library.
ggez - Rust library to create a Good Game Easily
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Crayon - A small, portable and extensible game framework written in Rust.
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
piston - A modular game engine written in Rust
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
openseeface-gd - A GUI for running OpenSeeFace.