azure-sdk-for-net
bevy
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azure-sdk-for-net | bevy | |
---|---|---|
22 | 573 | |
4,974 | 32,210 | |
0.9% | 3.8% | |
10.0 | 9.9 | |
4 days ago | 1 day ago | |
C# | 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.
azure-sdk-for-net
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Best practices for integrating the Azure Storage SDK into your .NET applications
Microsoft.Extensions.Azure is an extension library that allows for uniform integration of the Azure SDK into your applications, while giving you the necessary flexibility to customize the behavior of the created Azure SDK clients. The use of named clients is particularly convenient for supporting multiple instances of the same Azure resource type. You also get free logging as the Azure SDK events are automatically forwarded to an ILogger instance.
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Improving Azure AI Search results with semantic search
Semantic Search sample
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Doing bulk azure table upserts with Azure.Data.Tables
You should be able to do something like these examples, as long as they have the same primary key.
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Fellow Rust enthusiasts: What "sucks" about Rust?
So how do you download part of a blob from Azure? Well, in https://github.com/Azure/azure-sdk-for-net/releases/tag/Azure.Storage.Blobs_12.12.0 there's a function that looks like this:
- Example of a well designed modern .Net SDK
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User Delegated SAS
Now granted these tokens do have some limitations as pointed out in the docs. But based on this answer from an Azure dev on Github: https://github.com/Azure/azure-sdk-for-net/issues/18108
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How to use Azurite for testing Azure Storage in dotnet?
The testing helpers have more to it than disabling SSL but are not present on NuGet. So naturally, I raised an issue to the SDK team if they have any plans in that direction. Unfortunately, at this point, they have no interest in releasing their internal test tooling. The techniques I mentioned thus far can be used standalone. I, however, felt this was an excellent opportunity to create my first NuGet Package. The package cannot assume how anybody runs Azurite, so I introduced two classes. You can use AzuriteAccountBuilder to configure how things are run, like the account or the ports being used. The AzuriteAccount class provides access to stuff like the connection string. For convenience the package also creates helper methods to create BlobServiceClient, TableServiceClient or QueueServiceClient form an AzuriteAccount.
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Azure WebJobs, Service Bus and Managed Identity: Lesson learned
This seems either a bug in the Azure SDK or in the Service Bus itself, I'm not the only one that ran into this issue and here you can find additional information.
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Obtain Azure access token from a local Docker container
Q: I can obtain tokens locally using Azure CLI and Azure.Identity library when I run on the host machine, but not when inside Docker container because it doesn't have Azure CLI installed! What do I do? A: This has already been asked about by many people here with various interesting solutions here and here.
- SCOM 2022 Teams Integration
bevy
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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.
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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)
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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
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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-...
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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
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ECS, Finally
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
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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...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- Not only Unity...
What are some alternatives?
steampipe - Zero-ETL, infinite possibilities. Live query APIs, code & more with SQL. No DB required.
Amethyst - Data-oriented and data-driven game engine written in Rust
ClrPro.AzureFX - The useful extensions that helps to work with Azure.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
azure-sdk-for-python - This repository is for active development of the Azure SDK for Python. For consumers of the SDK we recommend visiting our public developer docs at https://docs.microsoft.com/python/azure/ or our versioned developer docs at https://azure.github.io/azure-sdk-for-python.
Fyrox - 3D and 2D game engine written in Rust
azure-sdk-for-java - This repository is for active development of the Azure SDK for Java. For consumers of the SDK we recommend visiting our public developer docs at https://docs.microsoft.com/java/azure/ or our versioned developer docs at https://azure.github.io/azure-sdk-for-java.
piston - A modular game engine written in Rust
aad-pod-identity - [DEPRECATED] Assign Azure Active Directory Identities to Kubernetes applications.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
SolrNet - Solr client for .Net
specs - Specs - Parallel ECS