bevy
Amethyst
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bevy | Amethyst | |
---|---|---|
570 | 22 | |
31,701 | 7,803 | |
5.3% | - | |
9.9 | 6.6 | |
3 days ago | over 2 years ago | |
Rust | Rust | |
MIT OR Apache-2.0 | GNU General Public License v3.0 or later |
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
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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...
- Not only Unity...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
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Northlight makes Alan Wake 2 shine
ECS architectures are used in a number of young open source game engines, such as Bevy[1]. I haven't done game development for a long time, but hearing about an architecture that does away with the heavy and complex OOP you often see in games makes me want to dip my toes in again and check it out.
- Bevy 0.12
Amethyst
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Improving upon Entity Component Systems, introducing DG-ECM!
Yep, we do this, it works great! We stole it from hecs and Amethyst before us. There's a nice write-up of the theory in the scheduler rework the team has been working on for the past few months.
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Rust vs Go for gamedev
Rust also has seemingly better libraries for the purpose. Both Bevy and Amethyst are available, and plenty more.
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Simplest way to get basic programmatic tile OR voxel graphics going?
Amethyst
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Rust Platformer - Part 1 - Bevy and ECS
I recently stumbled upon a short YouTube video of somebody building a roguelike game in Rust. From there, jumping from resource to resource, I ended up going through (part) of this massive (and awesome) tutorial by Herbert Wolverson about his Rust library bracket_lib. In this tutorial, Wolverson builds a roguelike game with colored text characters. After reading through, I felt like writing another type of game in Rust, so I looked at the available Rust game engines. The most popular, seems to be Amethyst, but it looks like they halted their development efforts. Second in line was Bevy. People are using it, support for Android and iOS is on the way, uses an ECS and have some usage examples: looks good.
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I'm a "low-level, terminal-only" kind of developer, completely new to the game dev world. I've been working on a 2D platformer in my spare time. Can you explain to me what I'm missing out on, by not using a "game engine"?
Depends on my goals. I year ago I wanted to learn rust, so I used piston for a gamejam. (There are several rust engines including bevy, piston, amethyst. They probably vary in quality, features, and constraints.) Piston was a terrible experience because compilation is slow even on that tiny project.
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Why I still like C and strongly dislike C++
And there's already a couple of surprisingly full-featured 3D engines already out there. Most notably Amethyst.
- Rust For GameDevs
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Rust, For GameDev
View on GitHub
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Rust servers is down
Is anyone having this problem? I can't connect to rocket.rs, actix.rs and amethyst.rs servers. I would play at https://tera.netlify.app/, but people out there is really toxic. I heard that Rust is getting an update while playing in a Rust server, just then rust server freezes and goes down.
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How to get started?
Or should I jump directly in one of the bigger engines like Amethyst, Bevy or other?
What are some alternatives?
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming
gdnative - Rust bindings for Godot 3
macroquad - Cross-platform game engine in Rust.
rust-sdl2 - SDL2 bindings for Rust
wgpu - Cross-platform, safe, pure-rust graphics api.