arewefastyet VS bevy

Compare arewefastyet vs bevy and see what are their differences.

arewefastyet

arewefastyet.rs - benchmarking the Rust compiler (by nindalf)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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arewefastyet bevy
9 572
19 32,060
- 3.4%
0.0 9.9
about 1 year ago 1 day ago
Rust Rust
MIT License MIT OR Apache-2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

arewefastyet

Posts with mentions or reviews of arewefastyet. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-12-08.
  • Rust Support in the Linux Kernel
    13 projects | news.ycombinator.com | 8 Dec 2021
    That page averages all the builds across different code bases. It doesn’t specify which version/tag of which code base, nor does it talk about the hardware.

    https://arewefastyet.pages.dev/ - This page tracks compile times across some common crates over all supported compiler versions, with different hardware (2, 4, 8, 16 cores). This used to be https://arewefastyet.rs but the domain expired.

  • Rust programming language: We want to take it into the mainstream, says Facebook
    17 projects | /r/programming | 30 Apr 2021
    For what it's worth, Rust compile times have improved by 33-50% in the last two years, depending on the crate, compiler mode and number of cores - https://arewefastyet.rs. Also, debug builds will get approximately 50% faster when the cranelift backend lands.
    17 projects | /r/programming | 30 Apr 2021
    You can check incremental compile times on http://arewefastyet.rs. Choose one compile mode (Debug OR Release, preferably Debug), one hardware config (4 cores let's say) and both profile modes (Clean, Incremental).
  • Reducing Rust Incremental Compilation Times on macOS by 70%
    7 projects | news.ycombinator.com | 18 Apr 2021
    Compile times in rustc have been steadily improving with time, as shown here - https://arewefastyet.rs.

    Every release doesn't make every workload faster, but over a long time horizon, the effect is clear. Rust 1.34 was released in April 2019 and since then many crates have become 33-50% faster to compile, depending on the hardware and the compiler mode (clean/incremental, check/debug/release).

    Interestingly, the speedup mentioned in OP won't show up in these charts because that's a change on macOS and these benchmarks were recorded on Linux.

    What is expected to be a gamechanger is the release of cranelift in 2021 or 2022. It's an alternate debug backend that promises much faster debug builds.

  • Announcing Rust 1.50.0
    5 projects | /r/rust | 11 Feb 2021
    Thanks for your work on arewefastyet.rs, I was about to post a link to it haha
  • [ELI5]: How to write a simple custom Serde de/serializer?
    2 projects | /r/rust | 2 Jan 2021
    I implemented something similar. Deserialising a comma separated strings into a struct - example. Hope that helps!

bevy

Posts with mentions or reviews of bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-02.
  • 3D and 2D: Testing out my cross-platform graphics engine
    17 projects | news.ycombinator.com | 2 Apr 2024
    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)

    17 projects | news.ycombinator.com | 2 Apr 2024
  • What Are Const Generics and How Are They Used in Rust?
    3 projects | dev.to | 25 Mar 2024
    I was working through an example in the repo for the Bevy game engine recently and came across this code
  • WebAssembly Playground
    9 projects | news.ycombinator.com | 4 Feb 2024
    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-...

  • Immediate Mode GUI Programming
    15 projects | news.ycombinator.com | 15 Jan 2024
    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
    6 projects | news.ycombinator.com | 15 Jan 2024
  • ECS, Finally
    4 projects | news.ycombinator.com | 30 Dec 2023
    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

  • Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
    13 projects | news.ycombinator.com | 14 Dec 2023
    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...
    53 projects | /r/opensourcegames | 11 Nov 2023
  • Capturing the WebGPU Ecosystem
    9 projects | news.ycombinator.com | 11 Nov 2023
    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.

What are some alternatives?

When comparing arewefastyet and bevy you can also consider the following projects:

Amethyst - Data-oriented and data-driven game engine written in Rust

Godot - Godot Engine – Multi-platform 2D and 3D game engine

Fyrox - 3D and 2D game engine written in Rust

piston - A modular game engine written in Rust

RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]

specs - Specs - Parallel ECS

ggez - Rust library to create a Good Game Easily

raylib - A simple and easy-to-use library to enjoy videogames programming

macroquad - Cross-platform game engine in Rust.

gdnative - Rust bindings for Godot 3

rust-sdl2 - SDL2 bindings for Rust

wgpu - Cross-platform, safe, pure-rust graphics api.