arewegameyet VS serde

Compare arewegameyet vs serde and see what are their differences.

arewegameyet

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

serde

Serialization framework for Rust (by serde-rs)
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arewegameyet serde
99 191
675 8,558
0.9% 2.1%
7.0 9.2
10 days ago 8 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.
  • Is rust suitable for multiplayer games?
    1 project | /r/gamedev | 10 Dec 2023
    arewegameyet
  • Someday, maybe, we will be game. I hope.
    1 project | /r/rust_gamedev | 21 Aug 2023
    "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."
  • 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/)

serde

Posts with mentions or reviews of serde. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-09.
  • Empowering Web Privacy with Rust: Building a Decentralized Identity Management System
    3 projects | dev.to | 9 Apr 2024
    Serde Documentation: Comprehensive guide and reference for using Serde, Rust's framework for serializing and deserializing data.
  • Timeline of the xz open source attack
    3 projects | news.ycombinator.com | 1 Apr 2024
    Not just for hardware support: https://github.com/serde-rs/serde/issues/2538
  • I pre-released my project "json-responder" written in Rust
    11 projects | dev.to | 21 Jan 2024
    tokio / hyper / toml / serde / serde_json / json5 / console
  • Cryptoflow: Building a secure and scalable system with Axum and SvelteKit - Part 0
    12 projects | dev.to | 4 Jan 2024
    serde - Serializing and Deserializing Rust data structures
  • Committing to Rust for Kernel Code
    5 projects | news.ycombinator.com | 23 Nov 2023
    > If there are any Rust experts around...what am I missing?

    Probably more good examples and possibly more ecosystem.

    A first big decision is if you're going no-std or not, and if you end up in the no-std world the ecosystem shrinks substantially. If you're building a kernel that's probably not that much of a problem - the same shrinkage occurs for C/C++ - many such projects bootstrap with nearly zero ecosystem anyway.

    The examples side is a bigger problem - I've recently been able to watch some of my more curmudgeonly C friends give it a good dive, and after an initial hump they're fairly happy with the core language. They still have regular issues with the ecosystem when they run into, in their words "web dev crap", which comes up even in the stdlib sometimes - a bugbear a while ago coming up down some error handling code paths. They attempted to send patches and hit nebulous arguments against the correctness target, which were largely born of misunderstandings of posix. This kind of thing can come up anywhere, if you take a dependency on some fancy IO abstraction that happens to be written in C, and you take it somewhere "novel" like a BSD, you might well run into the same. The point here is that _examples_ and _exercise_ of these tasks are the things that are going to shake more of this kind of thing out. At the same time though, it's important to reiterate that if you're on the nostd path, then largely you're on your own, which is equivalent to just gcc bare, and this kind of thing generally doesn't come up.

    > Or is this a serious proposal about the future of operating systems and other low level infrastructure code?

    This is a serious proposal. The outcome is really strong along key axes of correctness and safety. Those of us who've done it (e.g. Fuchsia, where I was) have been able to observe these benefits relative to history with the same teams using other languages (C, C++). We're professional engineers, these statements aren't coming from a place of craziness. The Android team have been writing about their journey: https://security.googleblog.com/search/label/rust

    > Do you just program everything in unsafe mode?

    Absolutely not. A good amount of bootstrapping effort has been going in across the ecosystem to make it ever easier to avoid unsafe. To take one slice of examples, there's crates that are designed to help you avoid copies while also avoiding dropping to unsafe - they provide tools for automatic structural analysis of the mapping boundary to make it easier to assert the relevant guarantees. Examples: https://docs.rs/zerocopy/latest/zerocopy/ (came out of Fuchsia), https://github.com/serde-rs/serde/releases/tag/v1.0.0 (serde is commonly used, but has more constraints here), https://rkyv.org/rkyv.html (not sure of prominence, but I hear people talk about it).

    These kinds of tools get you a long way toward substantially safer code, without needing to think or audit nearly as much. We know that's important, we have plenty of data that demonstrates how important it is, and lately now, we have data that shows how effective it is too (see the aforementioned Android posts).

    > What about runtimes?

    They're out there, it depends what level of abstraction you're looking for, runtimes means different things to different people. For embedded there's typically a lot more focus on providing libraries rather than a whole runtime framework, so there are crates for a number of soc types out there which are well used, like https://docs.rs/cortex-m/latest/cortex_m/, or it's sibling minimal runtime crate https://docs.rs/cortex-m-rt/latest/cortex_m_rt/. As you get higher level, if you want to do more of the systems level interaction yourself there are a good number of options to choose from along the lines of reactor systems to get you to functional async executors that will build with nostd.

    > It seems to me that Rust isn't even really intended to compete with C for the use cases in which C is dominant in 2023. Every indication is that for "serious Rust in production programming" it's mostly a C++ crowd.

    The challenge here is that this is an inverted view - it's a C programmers view of C++ being ported over to Rust, and it distorts how the world looks. That doesn't actually apply to the other sides _intent_. Yes, Rust provides a lot more abstraction capabilities than C does, and in that specific regard it has some coarse similarity to C++. It's definitely _possible_ for someone to way off the deep end and produce obscure abstractions around things that a more reductionist bias is going to hate - and you can totally ignore those things and have a great time with the language. There are some really nice things in there which anyone will enjoy if they come at it with an open mind, things like enums and pattern matching, the rich and efficient iterator library, the crates tooling, configuration macros, and so on. There's a lot to love, and they're not things that C++ did well, and comparing it to C++ discards those considerations spuriously.

    > Zig has sort of filled that similar space and seems to take the concerns of C programmers more seriously and the team has an attitude more in line with the C culture than the Rust team does

    Zig is interesting in it's own right, and on a very surface level it is more similar to C, though this surface level is really "zigs stdlib has terrible and inconsistent short names similar to libc and posix", which isn't really a good measure of anything in particular. It's perfectly functional along this axis and par for the course at the systems programming level.

    The toolchain approach has a lot more of a "hacking for hackers" feel, so when you hit bugs and so on it's very typical for folks to be patching their stdlib locally for a while or building their own toolchain to overcome the problems. I spent a little bit of time there recently with building ghostty on windows and was regularly messing with my toolchain and stdlib to make forward progress. Along these lines it's also much less complete - which is largely a function of being much newer, but you can take a ton of rust projects today, particularly things in the GUI space and build them for every major target platform with nearly zero effort. Zig is very very far off that, and there's going to be a need for a lot better platform level abstractions to get there. Rust did a great job with platform abstractions, which sadly was best documented in an anti-go inflammatory articles, but the point stands and if more generalized stands against zig at times too (https://fasterthanli.me/articles/lies-we-tell-ourselves-to-k... and other similar rants he wrote), though not all points port over.

    The LLVM removal kind of move is somewhat enabled by this looser approach, which is also helped by the kinds of users the language has, and the smaller ecosystem. Another way of putting that might be "this is the right time to do this", as doing it later might lead to far more user pain and community noise or negativity. It's great for the world as we need more diversity, but it's also not all roses. At my current work we tried out Zig for hermetic cross-builds something that a lot of people tout as a strength. What we found was that the intrinsics that were written in pure Zig were sufficiently far behind libgcc/compiler-rt that it did not have sufficient performance for our use case - literally the binary couldn't handle our production load. Again, this is the kind of thing that can and likely will improve with time, hell if it was a priority I would have done it, but we had other solutions. Point is it's not as simple as a "this vs that" outcome, these moves have long running implications that may or may not affect a particular target - as an example it didn't really harm ghostty at all.

    When you talk about culture each of these ecosystems has it's own dominant culture and a wide set of subcultures. How you choose to integrate with those, if you do at all, is up to you. Some might be more attractive for sure, and some might provide a different risk profile for different use cases as well.

    Just off the cuff if I was scaling up a team for a professional project with a long lifecycle, I'd probably lean toward rust right now as it has a good balance of stable evolution and production readiness, without being anywhere near as stagnant as C++ despite much effort to move the needle. If I was in a really hacker mood where I just want to twiddle and mess with stuff, I'm not excessively performance sensitive (beyond the general order of magnitude that native compilation and near zero abstractions gets you), and my team is going to remain small and expert "everyone cracks open the source" folks, then I might pick Zig. These days I don't have many good reasons to pick C anymore. If it's patching a pre-existing thing there's no choice of course, but other than that it's mostly going to be "I'm throwing a 30 minute build onto arduino and don't wanna go off the beaten path for this project" kind of thing.

  • What Are The Rust Crates You Use In Almost Every Project That They Are Practically An Extension of The Standard Library?
    4 projects | /r/rust | 22 Nov 2023
    serde: Serialization and deserialization framework.
  • Next Validator of Rust–Valitron
    2 projects | news.ycombinator.com | 25 Sep 2023
  • Serde is no longer shipping precompiled blobs
    1 project | news.ycombinator.com | 29 Aug 2023
  • Serde phases out pre-compiled blobs
    1 project | news.ycombinator.com | 28 Aug 2023
  • This isn’t the way to speed up Rust compile times
    7 projects | news.ycombinator.com | 26 Aug 2023
    Note that the pre-compiled binary blob the blog post is referring to has since been removed [0].

    [0]: https://github.com/serde-rs/serde/pull/2590

What are some alternatives?

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

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

bincode - A binary encoder / decoder implementation in Rust.

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

json-rust - JSON implementation in Rust

rust-rdkafka - A fully asynchronous, futures-based Kafka client library for Rust based on librdkafka

json - Strongly typed JSON library for Rust

GameDev-Resources - :video_game: :game_die: A wonderful list of Game Development resources.

nom - Rust parser combinator framework

detonator - 2D game engine and editor 💥💣

msgpack-rust - MessagePack implementation for Rust / msgpack.org[Rust]

awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community

rust-asn1 - A Rust ASN.1 (DER) serializer.