awesome-bevy VS godot-proposals

Compare awesome-bevy vs godot-proposals and see what are their differences.

awesome-bevy

A collection of Bevy assets, plugins, learning resources, and apps made by the community (by bevyengine)

godot-proposals

Godot Improvement Proposals (GIPs) (by godotengine)
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awesome-bevy godot-proposals
30 610
932 1,032
1.2% 1.5%
8.7 2.7
4 days ago 6 months ago
- MIT License
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.

awesome-bevy

Posts with mentions or reviews of awesome-bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-04.
  • Bevy 0.12
    7 projects | news.ycombinator.com | 4 Nov 2023
    Among Bevy contributors (including myself) there is a general hesitance to invest too much time in official learning material that will be obsolete by the next release. Bevy's APIs are beginning to stabilize ... and the appetite (both from users and from Bevy devs) for official material is increasing. The time is coming (soon)!

    While you wait, there are a sizeable number of tutorials on YouTube, and we have learning material linked in https://bevyengine.org/assets/#learning as well.

  • Which project do you think is the best at showing what Bevy is capable of?
    2 projects | /r/bevy | 24 Mar 2023
    User code is the same as engine code. It's all Rust. Consequently, Bevy already has a surprisingly rich ecosystem
  • Bevy 0.10
    9 projects | /r/rust | 6 Mar 2023
    I've summarized a lot of my thoughts in this blog post, but in short: * "The Developer's Engine": most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem as a result. These blurred lines also make it way easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers are Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine. * Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is a lot of pro and anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms. * Fully Free and Open Source With No Contracts: Of the popular engines, only Godot is a competitor in this space.
  • Katharos tech?!
    4 projects | /r/bevy | 16 Nov 2022
  • I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
    2 projects | /r/bevy | 15 Nov 2022
    I would recommend going to bevy's blog post(https://bevyengine.org/news/) since the update lists are the only convenient way I know it find out what features bevy actually has implemented directly. then go over to bevy assets(https://bevyengine.org/assets/) and you can see the community-made plugins to get an idea of the sorts of things people are making available to you. and finally, as a bit of self-promo, I have a youtube series called bevy basics where I got over how bevy does things, like the ECS and systems, moving into more direct use thing like getting user input you can fine it all here www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j-KXuThRiSXc6
  • Bevy 0.9: data oriented game engine built in Rust
    4 projects | news.ycombinator.com | 12 Nov 2022
    I've summarized a lot of my thoughts in this blog post: https://bevyengine.org/news/bevys-first-birthday/#things-i-m...

    But in short (slight copy-paste of my generic Bevy pitch):

    The Developer's Engine: most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem (https://bevyengine.org/assets) as a result. These blurred lines also make it _way_ easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers _are_ Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine.

    Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is _a lot_ of pro _and_ anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms.

    We can't currently compete with the "big engines" on features, but we are adding features at a rapid (and growing) pace. Bevy was released about a year and a half ago. Most popular engines have been in development for almost 20 years (Godot since 2007, Unity since 2005, Unreal since 1998), so we have plenty of "time" from my perspective.

    I'm a huge fan of Godot and used it to build my game High Hat over the course of about 4 years. I also contributed to it every once and awhile. When I was initially building Bevy, Godot's design decisions were always at the top of my mind (and they still are to this day). I love they way they do scenes (and our system draws inspiration from it). We also plan on borrowing their "dogfooding" approach to editor building (the Bevy Editor will be a normal Bevy App).

    6 projects | /r/gamedev | 12 Nov 2022
    Bevy still has functionality gaps in most areas. And we still warn developers about stability and missing features in our learning material. But many people are successfully making games with Bevy at this point. Some companies are already successfully building on Bevy for commercial projects. Our modular "everything is a Rust plugin" approach means that most gaps can be filled with 3rd party plugins, and we already have a large ecosystem of people doing that: https://bevyengine.org/assets/.
  • Godot 4 Beta 1
    4 projects | news.ycombinator.com | 15 Sep 2022
    One of the benefits of 4.0 is also the modularity of it with GDExtension. The major parts of the engine (including the physics) can be swapped with replacements without the need to recompile the entire engine. I'd usually say that is a long shot for community run projects, but even Bevy engine has community made extensions for separate physics engines.

    https://bevyengine.org/assets/#physics

    Forgetting about extensions, though, I see your point and almost agree, but Godot has shown that they will put in the work to improve their project, even if that means removing features like they did with visual scripting. Their physics engine will definitely be rough at first, but based on their past work, I believe they are willing and able to maintain it.

  • Bevy 0.8
    19 projects | /r/rust | 30 Jul 2022
    Lots of good community-developed networking plugins over in Bevy Assets
  • 3D Chess Tutorial from Bevy 0.4.0 to 0.7.0
    4 projects | /r/bevy | 20 Jun 2022
    Hi all! In the Assets tab from the Bevy official website, there is a "Making a Chess Clone in 3D" tutorial to learn Bevy written by guimcaballero. Unfortunately it was written in Bevy 0.4.0 and using bevy_mod_picking 0.3.1.

godot-proposals

Posts with mentions or reviews of godot-proposals. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-12.
  • Show HN: My wife and I made a maze game
    3 projects | news.ycombinator.com | 12 Apr 2024
    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
    2 projects | news.ycombinator.com | 9 Feb 2024
  • How to make thick object disappear while passing through thin one?
    1 project | /r/godot | 9 Dec 2023
    If we had a Mask2D, this would be super easy and straight forward.
  • How to use line2D as a mask texture?
    1 project | /r/godot | 9 Dec 2023
    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.
  • New Running And Debugging System for Android And Ios &gui apps
    1 project | /r/godot | 9 Dec 2023
    There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
  • What IDE has the best support for GdScript?
    2 projects | /r/godot | 9 Dec 2023
    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
  • How to fix the jittery pixel in my game?
    3 projects | /r/godot | 8 Dec 2023
    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!
  • 4.2 did Ctrl + K change or is this a bug?
    2 projects | /r/godot | 5 Dec 2023
    It's in the release notes. Here is a link to the pull request, based on this proposal.
  • How do I view the scene in runtime?
    1 project | /r/godot | 5 Dec 2023
    Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
  • Made a proposal for clone a key in AnimationPlayer
    1 project | /r/godot | 26 Nov 2023

What are some alternatives?

When comparing awesome-bevy and godot-proposals you can also consider the following projects:

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

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.

wgpu-rs - Rust bindings to wgpu native library

godex - Godex is a Godot Engine ECS library.

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

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

bevy-kajiya - A plugin to use the kajiya renderer with bevy

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.

bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine

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.

rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]

openseeface-gd - A GUI for running OpenSeeFace.