bevy
RG3D
bevy | RG3D | |
---|---|---|
585 | 40 | |
36,392 | 3,193 | |
1.2% | - | |
10.0 | 9.8 | |
7 days ago | almost 3 years ago | |
Rust | Rust | |
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.
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bevy
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Bevy 0.15 released
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
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What's Next for WebGPU
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...
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VRPG Day 2
Switched to Bevy engine
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Getting Started with Rust
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.
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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.
RG3D
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5 Rust game engines to consider for your next project
Fyrox is a production-ready engine with extensive documentation and resources that focuses on 2D and 3D rendering. To use the Fyrox engine, add the following line to your Cargo.toml:
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Is there a way to use piston with wasm?
rg3d has recently added web support.
- RG3D Engine 0.24 is out with major improvements in 2D support, physics, user interface, performance, and more...
- rg3d 0.24 Feature Highlights - first-class 2D games support, physics, user interface, resource management improvements, guide book and more!
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Game engines favouring a programming-heavy approach?
Rg3d, written in Rust: https://rg3d.rs
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Is it reasonable to build beautiful-responsive-complex frontends in Rust web frameworks with minimal html css javascript knowledge?
Maybe bevy plus egui? I have never used wasm or bevy though. rg3d apparently supports wasm, too, and includes its own GUI lib (but it's hard to customize the rg3d gui, as far as I can tell).
- I know that rust is still a growing ecosystem but I want to know if there are any rust game engines.
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Rust in Linux, AoT Compiler in React
some game engines https://github.com/PistonDevelopers https://www.libhunt.com/l/rust/topic/game-engine https://github.com/rg3dengine/rg3d https://medium.com/pragmatic-programmers/game-development-with-rust-31147f7b6096
- [Media] rg3d live coding session #3 - curves and curve editor
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
gdnative - Rust bindings for Godot 3
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
Coffee - An opinionated 2D game engine for Rust
specs - Specs - Parallel ECS
arewegameyet - The repository for https://arewegameyet.rs
ggez - Rust library to create a Good Game Easily
narg - A tool to generate LC/AP formulas for a given seed in Noita.