artichoke
bevy
Our great sponsors
artichoke | bevy | |
---|---|---|
31 | 574 | |
2,993 | 32,210 | |
0.4% | 3.8% | |
9.2 | 9.9 | |
11 days ago | 5 days ago | |
Rust | Rust | |
MIT License | MIT OR Apache-2.0 |
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.
artichoke
-
Ruby 3.2.0 Is from Another Dimension
The java based ruby, removes the GIL, which provides us real multithreading.
Truffleruby is "A high performance implementation of the Ruby programming language, built on GraalVM." If you prefer there is even a rust based ruby https://github.com/artichoke/artichoke
again, IMO, the microbenchmark, doesn't matter. What matters is the problem domain, whole stack and the whole "speed", including development, deployment and etc, and for some domains, ruby is the best and fast choice.
- Rust front-end merged in GCC trunk
-
Lunatic is an Erlang-inspired runtime for WebAssembly
Not to be pedantic but Ruby has webassembly support, still won't work on the BEAM.
https://github.com/artichoke/artichoke
- Why does Rust have parameters on impl?
-
When I look at ruby code written in C, I have one thought. Why isn't Ruby rewritten in Crystal, which would make use of parallelism?
Artichoke is a Ruby interpreter written in Rust.
- Official /r/rust "Who's Hiring" thread for job-seekers and job-offerers [Rust 1.64]
-
Should I be concerned about the quality of crates.io?
The owner of this reserved crate is Ryan Lopopolo who seems to indeed work on artichoke
-
Announcing strftime-ruby v1.0.0, a pure Rust no-std implementation of Ruby 3.1.2 Time#strftime method.
I believe it was written mainly for/within the context of artichoke, which is an implementation of Ruby written (mostly) in Rust. It's a neat project!
- Official /r/rust "Who's Hiring" thread for job-seekers and job-offerers [Rust 1.63]
- Artichoke is a Ruby made with Rust
bevy
-
Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
-
Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
-
3D and 2D: Testing out my cross-platform graphics engine
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)
-
What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
-
WebAssembly Playground
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
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
-
ECS, Finally
I've also been enjoying building My First Gameâ„¢ 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'
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...
-
Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
truffleruby - A high performance implementation of the Ruby programming language, built on GraalVM.
Amethyst - Data-oriented and data-driven game engine written in Rust
monkey-rust - A dancing with interpreter and compiler
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Kubewarden - Kubewarden is a policy engine for Kubernetes. It helps with keeping your Kubernetes clusters secure and compliant. Kubewarden policies can be written using regular programming languages or Domain Specific Languages (DSL) sugh as Rego. Policies are compiled into WebAssembly modules that are then distributed using traditional container registries.
Fyrox - 3D and 2D game engine written in Rust
www.rust-lang.org - The home of the Rust website
piston - A modular game engine written in Rust
pen - The parallel, concurrent, and functional programming language for scalable software development
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
slint - Slint is a declarative GUI toolkit to build native user interfaces for Rust, C++, or JavaScript apps.
specs - Specs - Parallel ECS