bevy VS Fyrox

Compare bevy vs Fyrox and see what are their differences.

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bevy Fyrox
586 63
36,837 7,822
2.4% 1.0%
10.0 9.9
3 days ago 3 days ago
Rust Rust
MIT OR Apache-2.0 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.

bevy

Posts with mentions or reviews of bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-11-30.
  • The Color of Noise – The Witness (2014)
    1 project | news.ycombinator.com | 1 Dec 2024
    I was looking through the source code for Bevy's Screen-Space-Ambient-Occlusion (SSAO) implementation and noticed they are using blue noise as well:

    https://github.com/bevyengine/bevy/blob/56d559102858d4ce8a5b...

    That link takes you to this shadertoy:

    https://www.shadertoy.com/view/3tB3z3

  • Bevy 0.15 released
    2 projects | news.ycombinator.com | 30 Nov 2024
    Ah yeah pipeline compilation is a very non-trivial problem[1]. Unreal is also struggling with this a lot. I hear you that it's an issue.

    The Bevy issue you want to follow is https://github.com/bevyengine/bevy/issues/10871.

    [1]: https://therealmjp.github.io/posts/shader-permutations-part1 + https://therealmjp.github.io/posts/shader-permutations-part2

  • What's Next for WebGPU
    7 projects | news.ycombinator.com | 21 Nov 2024
    It's partly because WebGPU has very conservative default texture limits so that they can support old mobile devices, and partly it's a problem for engines that may have a bunch of different bindings and have increasingly hacky workarounds to compile different variants with only the enabled features so that you don't blow past texture limits.

    For an idea of bevy's default view and PBR material bidnings, see:

    * https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...

    * https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...

  • VRPG Day 2
    2 projects | dev.to | 27 Oct 2024
    Switched to Bevy engine
  • Getting Started with Rust
    16 projects | dev.to | 25 Oct 2024
    4. Bevy Bevy is a data-driven game engine built in Rust. If you’re curious about game development, Bevy is a great way to explore how Rust can be used for building games. It’s still in the early stages of development.
  • My negative views on Rust (2023)
    11 projects | news.ycombinator.com | 9 Oct 2024
    > Isn't this obviously true?

    To an extent sure, but we’re talking about low level micro-optimizations. Games don’t animate individual pixels. I don’t think animating 1000 things per frame gonna saturate a CPU core doing these computations, which means the code doing that is not actually performance critical.

    > Got a bit lost here: games?

    I searched the internets for “Bevy Engine” and found this web site https://bevyengine.org/ which says “game engine”. I wonder is there another Bevy unrelated to games?

    > 3.84 GB/second

    In modern games none of that bandwidth is processed on CPU. Games use GPU for that, which don’t run Rust.

    > there's a weak claim that all performant data structures in Rust must use unsafe code

    Weak claim? Look at the source code of data structures implemented by Rust standard library. You will find unsafe code everywhere. When you need custom data structures instead of merely using the standard ones you will have to do the same, because safe Rust is fundamentally limited in that regard.

  • UE5 Nanite in WebGPU
    5 projects | news.ycombinator.com | 5 Sep 2024
    It's been mentioned a couple of times in this thread, but Bevy also has an implementation of Nanite's ideas (sometimes called Virtual Geometry). I'm the author of that, happy to answer questions :)

    As for this project, Scthe did a great job! I've been talking with them about several parts of the process, culminating in some improvements to Bevy's code (https://github.com/bevyengine/bevy/pull/15023). Always happy to see more people working on this, Nanite has a ton of cool ideas.

  • Bevy: A refreshingly simple data-driven game engine built in Rust
    1 project | news.ycombinator.com | 28 Aug 2024
  • Multiplayer in Rust using Renet and Bevy
    3 projects | dev.to | 3 Jul 2024
    My recent experiences with Rust and Bevy convinced me to write this blog article to share my newfound learnings of game development.
  • Rust Is for the Engine, Not the Game
    2 projects | news.ycombinator.com | 5 Jun 2024
    Not at this time, no. You can read more here: https://github.com/bevyengine/bevy/issues/11969

Fyrox

Posts with mentions or reviews of Fyrox. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-03.

What are some alternatives?

When comparing bevy and Fyrox you can also consider the following projects:

Amethyst - Data-oriented and data-driven game engine written in Rust

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

wgpu - A cross-platform, safe, pure-Rust graphics API.

piston - A modular game engine written in Rust

macroquad - Cross-platform game engine in Rust.

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

three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)

specs - Specs - Parallel ECS

good-web-game - An alternative ggez implementation on top of miniquad.

ggez - Rust library to create a Good Game Easily

gdnative - Rust bindings for Godot 3

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