bevy-website
gdnim
bevy-website | gdnim | |
---|---|---|
16 | 5 | |
182 | 54 | |
1.6% | - | |
9.4 | 0.0 | |
2 days ago | 7 months ago | |
JavaScript | Nim | |
MIT License | 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-website
-
The Bevy Foundation
https://github.com/bevyengine/bevy-website/issues/1097 Yep, on our wishlist and will be added :)
-
Bevy 0.11: ECS-driven game engine built in Rust
We'd like to open the floodgates on Bevy Book development asap. This taking so long has largely been my fault ... I've been overly protective of the Bevy Book while also not giving it the attention it deserves. Here is our current plan: https://github.com/bevyengine/bevy-website/issues/623#issuec..., which I'd like to execute during the next cycle.
-
Android support?
Latest Progress: https://github.com/bevyengine/bevy-website/pull/550/files
-
Bevy 0.8
I do want previews though.
-
Programming a Rogue-Like with Rust
API docs, examples and the revised book: https://github.com/bevyengine/bevy-website/pulls?q=is%3Aopen...
Strongly agreed on the need for better introductory material; the existing book is extremely incomplete.
> I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.
I know of 2 released commercial projects, the CAD team, a few indie devs who have started and 3 or so small studios who are looking to start. There's a little thread in the Discord where I've rounded folks up: [Bevy in production](https://discord.com/channels/691052431525675048/995713618526...).
- Bevy 0.6 to 0.7 Migration Guide
-
How Bevy uses Rust traits for labeling
We also do some real cleverness around split borrows in order to enable automatic system parallelism. This draft book page goes into more concrete details :)
-
Bevy 0.6
Can do
-
Not Snake - my first game released made with Bevy
I used the unofficial bevy cheatbook a lot to learn the ropes. Everyone on the discord is super friendly and helpful and the official documentation is being updated, you can check out the PRs on the book branch
-
Bevy’s First Birthday: a year of open source Rust game engine development
If you're curious about the ECS side of things, that chapter is now ~approximately complete, and should make an excellent learning resource: https://github.com/bevyengine/bevy-website/pull/182
gdnim
-
Programming a Rogue-Like with Rust
Another option is Nim. Looks and writes like Python but closer to C in performance. It also has static typing so I prefer it for scripting as well.
People have built a few games with the Nim Godot bindings:
https://github.com/pragmagic/godot-nim
There’s also an interesting project to do hot reloading using dlls:
https://github.com/geekrelief/gdnim
-
How can I understand what "bindings to" libraries really do?
I've been down this road. I forked godot-nim to https://github.com/geekrelief/gdnim and have add several features. I've since moved on to working on https://github.com/geekrelief/tm-nim, a binding for The Machinery.
-
Frustrating ergonomics of GDNative in 3.3 -- are these addressed for 4.0?
I maintain a fork of the godot-nim binding https://github.com/geekrelief/gdnim/ All your issues I've dealt with by not relying on the godot editor. Instead I do all the setup with my build script which can generate the gdnlib, gdns, and tscn file for a node with script attached.
-
Godot 3.2 PR: all languages script class support and custom resource exports. Request for testing.
This is my first exposure to this and the proposal. I maintain a fork of godot-nim, https://github.com/geekrelief/gdnim. I know someone who was trying to exchange data between gdscript and godot-nim. Nim has a generic vector type: seq[T], and he was trying to expose that to gdscript. I told him to use an Array of Variants instead. Would this PR allow us to expose data structures from gdnative (or whatever) to gdscript?
-
I think Nim community should focus more on Godot engine.
I can't speak to the issues with setting things up. I never had a problem on Windows. But if you need help create an issue on the godot-nim repo someone might come along and help. I know at least one person that uses/used a mac to get godot-nim running. On my own repo, https://github.com/geekrelief/gdnim I plan to get osx working, but it's not my main dev machine.
What are some alternatives?
wgpu - Cross-platform, safe, pure-rust graphics api.
godot-nim - Nim bindings for Godot Engine
gdnative - Rust bindings for Godot 3
godot-lang-support - A community-maintained list of Language Support Projects for Godot Engine.
CodeLLDB - A native debugger extension for VSCode based on LLDB
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
bevy_prototype_lyon - Draw 2D shapes in Bevy
rfcs - Suggest changes to Bevy and view accepted designs
Godot - Godot Engine – Multi-platform 2D and 3D game engine
bevy - A refreshingly simple data-driven game engine built in Rust
tm-nim - Nim binding generator for The Machinery