arewegameyet VS macroquad

Compare arewegameyet vs macroquad and see what are their differences.

arewegameyet

The repository for https://arewegameyet.rs (by rust-gamedev)

macroquad

Cross-platform game engine in Rust. (by not-fl3)
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arewegameyet macroquad
99 56
670 2,686
0.7% -
7.0 7.8
10 days ago 15 days ago
SCSS Rust
Creative Commons Attribution 4.0 Apache License 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.

arewegameyet

Posts with mentions or reviews of arewegameyet. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-22.
  • Egregoria is a city simulation with high granularity
    6 projects | news.ycombinator.com | 22 Jul 2023
    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?
    12 projects | /r/rust | 15 Jun 2023
  • Struggling to find practical uses for Rust
    2 projects | /r/rust | 26 May 2023
    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.
  • Latest Zen Kernel......
    5 projects | /r/linuxmemes | 26 May 2023
    Are we game yet? "Almost. We have the blocks, bring your own glue"
  • Really frustrated. [Warning: Bit of a negative rant]
    6 projects | /r/rust_gamedev | 26 Apr 2023
    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.
  • What are some stuff that Rust isn't good at?
    14 projects | /r/rust | 16 Apr 2023
    I also know of https://arewegameyet.rs/
  • Chrome ships WebGPU, a sort-of successor to WebGL. How soon do you see this being adopted by the game dev community?
    4 projects | /r/gamedev | 10 Apr 2023
    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.
  • Are We <Thing> Yet?
    2 projects | news.ycombinator.com | 10 Apr 2023
    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/)
  • Drew a triangle by following Vulkan tutorial, but I understand almost nothing. Where do I go from here?
    2 projects | /r/learnprogramming | 28 Mar 2023
    Now comes the most controversial part of my answer: learn Rust. I cannot convey in works how insanely unfriendly the C/C++ world is to inexperienced programmers. This may sound counterintuitive, because the same can be said about Rust, but not really. It's much easier to get started with Rust and finish your first project than it is to learn how to manage, build, and maintain even the smallest of C++ projects. But this isn't why I'm asking you to migrate to rustland. My reason for suggesting so is WebGPU. WebGPU is probably the best modern graphics API that's also incredibly well-documented and beginner-friendly. For this reason I believe it to be the #1 API for beginners going forward. Rust has an increasingly great WebGPU story and graphics ecosystem. If this doesn't convince you, that's also ok. There's a beginner-friendly wrapper course for the Vulkan tutorial that you're following so you can go on with your Vulkan journey after you've done some exploring. Note that this course is incomplete and kinda in the middle of a hiatus, but what's there is more than enough to get you started.
  • Rust – Are We Game Yet?
    15 projects | news.ycombinator.com | 16 Mar 2023

macroquad

Posts with mentions or reviews of macroquad. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-14.

What are some alternatives?

When comparing arewegameyet and macroquad you can also consider the following projects:

miniquad - Cross platform rendering in Rust

bevy - A refreshingly simple data-driven game engine built in Rust

ggez - Rust library to create a Good Game Easily

pixels - A tiny hardware-accelerated pixel frame buffer. 🦀

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

gdnative - Rust bindings for Godot 3

nakama - Distributed server for social and realtime games and apps.

nannou - A Creative Coding Framework for Rust.

vulkano-examples - Examples of using vulkano

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

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

piston - A modular game engine written in Rust