bevy
Amethyst
bevy | Amethyst | |
---|---|---|
580 | 22 | |
35,704 | 7,803 | |
2.4% | - | |
10.0 | 6.6 | |
1 day ago | almost 3 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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My negative views on Rust (2023)
> 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.
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UE5 Nanite in WebGPU
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
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Multiplayer in Rust using Renet and Bevy
My recent experiences with Rust and Bevy convinced me to write this blog article to share my newfound learnings of game development.
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Rust Is for the Engine, Not the Game
Not at this time, no. You can read more here: https://github.com/bevyengine/bevy/issues/11969
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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.
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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-...
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
rust-sdl2 - SDL2 bindings for Rust
Fyrox - 3D and 2D game engine written in Rust
rust-sfml - SFML bindings for 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
rust-sdl - SDL bindings for Rust