bevy
Godot
bevy | Godot | |
---|---|---|
579 | 2,762 | |
35,403 | 89,787 | |
1.6% | 1.5% | |
10.0 | 10.0 | |
5 days ago | 1 day ago | |
Rust | C++ | |
MIT OR Apache-2.0 | MIT License |
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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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-...
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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)
Godot
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Redot Engine – Multi-platform 2D and 3D game engine
What is the difference between "Redot" and Godot?
The README for this GitHub contains the same info as the official Godot repo [1], so it's not clear what this fork does differently or changes.
[1] https://github.com/godotengine/godot
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Ask HN: What are you working on (September 2024)?
Building some prototypes of games with Godot. Mostly enjoying it.
A few gripes with the GDScript language though. Might switch back to C#.
https://godotengine.org/
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FFT-based ocean-wave rendering, implemented in Godot
Godot is an open source game framework: https://godotengine.org/
You would presumably need to download the Godot framework and open it in the framework.
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Ask HN: Intro to Game Development path for a 12 year old?
I think going straight to Switch would likely be a tall order. I’d start him off with something where he can be successful right away, writing something he can play on his own computer or share with friends easily.
Scratch[0] is often used to start kids out with programming. He may already use it in school, I know my nephew does, who is around the same age. I made a silly little game in Scratch about a year ago to share with my nephews[1], to try and inspire them a bit. The oldest one quickly went into the code and started tweaking the variables I had set to control things like speed and randomness to make it more chaotic. It’s a good way to learn the concepts of variables, loops, sprites, hit boxes, etc without getting bogged down with the complexity of syntax or a professional game engine. It’s also in the browser, so he can easily share with friends and have them play it, or fork it.
After that, maybe look to something like Godot[2]. It’s free and open source, so he doesn’t have to worry about licensing and all that nonsense that a 12 year old shouldn’t have to think about. I briefly looked and saw some videos of people running the Godot engine on the Switch, but I don’t know what’s involved in that.
I wouldn’t get too tied to a console when learning. Rumors of the Switch 2 are floating around, and who knows, that could mean a whole different path. Starting on the computer avoids this problem, and other huddles. Then if he likes the act of game dev and learning those things, he can cross the bridge to whatever the current console is, if that’s the direction he wants to head.
[0] https://scratch.mit.edu/
[1] https://scratch.mit.edu/projects/733627274/
[2] https://godotengine.org/
- Cómo encontrar trabajo para los Fixis: analizando Godot Engine
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Ask HN: What are you working on (August 2024)?
I am building my very first computer game, a VR spaceflight simulator with realistic physics and engineering, inspired by Orbiter, Eagle Lander 3D, and a little bit of Subnautica: https://tungstenmoon.com/
I am using the Godot engine: https://godotengine.org/
The playable demo is already available today on Github: https://github.com/Eccentric-Anomalies/Tungsten-Moon-Demo-Re...
We're releasing the demo on Steam for the first time in a few days, followed by an early access version probably in October: https://store.steampowered.com/app/3104900/Tungsten_Moon/
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Random Thoughts about Unity
By trade I'm a C#/.NET dev. Unity made it easy to dabble with gamedev on the side. But I've since moved to Godot. Their approach makes a lot more sense. Unfortunately, the C# experience isn't quite there.
GDScript is just barely OK. You really start to miss a lot of advanced features on bigger projects.
Godot will skyrocket further once they add proper C# Web Export. Unfortunately, they claim to be blocked by this .NET team issue.
https://github.com/godotengine/godot/issues/70796#issuecomme...
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How to find job for Rescue Rangers: analyzing Godot Engine
The version of Godot Engine that we used for the analysis is 4.2.2.
- Ask HN: Who wants to be hired? (August 2024)
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Recursos para crear Juegos
Godot
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
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.
Fyrox - 3D and 2D game engine written in Rust
Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.
piston - A modular game engine written in Rust
GDevelop - 🎮 Open-source, cross-platform 2D/3D/multiplayer game engine designed for everyone.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU
specs - Specs - Parallel ECS
Spring RTS game engine - A powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/
ggez - Rust library to create a Good Game Easily
ursina - A game engine powered by python and panda3d.