bevy_editor_pls
rend3
bevy_editor_pls | rend3 | |
---|---|---|
6 | 14 | |
649 | 1,021 | |
- | 1.4% | |
7.7 | 8.0 | |
about 1 month ago | 11 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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bevy_editor_pls
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Is bevy the best option for a Rust based game engine (long term)?
I think one part that makes this extra obvious is bevy UI and the attempts at an editor. I remember when https://github.com/jakobhellermann/bevy_editor_pls came along and I was very excited, but since then nothing has really happened on the editor front. Not that I need an editor personally, but what I find disappointing and telling is that this whole thing has been basically halted because of bevy's idea of having UI in the ECS.
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I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
Also, there is this Bevy plugin https://github.com/jakobhellermann/bevy_editor_pls/
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Bevy 0.9: data oriented game engine built in Rust
It's on of the primary initiatives right now. Games are not developed by only programmers, we're well aware of that. There are a few ongoing existing ecossytem level efforts like bevy_editor_pls. For an official editor, we're just lacking the UI tooling to fully flesh it out right now. Like Godot, Bevy's dogfooding it's own UI solution for the official editor, but it's not quite there yet. Bevy isn't alone in this. There's a smorgasbord of ongoing work in the Rust for UI space, and there's quite a bit of greenfield efforts to develop a data-oriented or ECS style approach to UI layouting and management. Once we have this a bit more hammered down, it's just a matter of time before an official editor becomes available.
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Bevy 0.8: data oriented game engine built in Rust
It is something we've been building toward for awhile. We've been focused on core systems like the renderer and ecs for awhile now, but we're finally at the point where we can start moving up the stack.
We will be focusing on scenes, asset workflows, ui, and the editor from here on out (with scenes, asset workflows, and UI being the focus for the next release).
I'd like to have some sort of editor MVP by the end of the year.
Until then, there are community efforts like: https://github.com/jakobhellermann/bevy_editor_pls
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Crates to build a cross platform multiplayer game? (+on the browser)
P.S. There is an effort to make an editor for Bevy if you're interested, though it's not complete.
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Bevy 0.7
For now though, bevy_editor_pls is a surprisingly useful third-party prototype.
rend3
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Meta Releases Intermediate Graphics Library
The WGPU people are still working through lock conflicts in that area. The idea with Vulkan land is that you should be able to load content while rendering is in progress. For that to be useful, all the layers above Vulkan also have to have their locking problems hammered out. Most open source game engines don't do that yet. Unreal Engine and Unity do, which is why you pay for them for your AAA title.
[1] https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/exa...
[2] https://github.com/BVE-Reborn/rend3/blob/trunk/examples/scen...
[3] https://video.hardlimit.com/w/sFPkECUxRUSxbKXRkCmjJK
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Is bevy the best option for a Rust based game engine (long term)?
The big problem I have with bevy here is that they seem to be very much against bevy being reusable across the ecosystem. Every feature has to be bevyfied into an ECS thing. There's no way one can use bevy_input for input handling outside of bevy, or bevy_audio for audio, or bevy_render to get a 3d renderer like https://rend3.rs/. The Rust ecosystem would've been so much better off if bevy wasn't creating a walled garden and draining insane amounts of effort just for itself, but say instead used rend3 for its rendering, so that other efforts in rust gamedev didn't have to reimplement everything from scratch.
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NANOVOID Devlog #1: Lua Scripting
We have our own engine. There aren't really full engines available in the Rust ecosystem. Bevy attempts to fill this, but it's far from being feature complete. There's also https://fyrox.rs/, but that's also work in progress. There's also https://rend3.rs/ which is just a 3d renderer, so you'll need to build the rest of the engine yourself.
- Really frustrated. [Warning: Bit of a negative rant]
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We're still not game, but there has been progress. A progress report.
That's been fixed. It was one of those things where a complicated workaround for Rust's ownership rules, one that required maintaining internal consistency between multiple tables, was inconsistent.
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We're not really game yet.
Rend3 crashes The library's internal memory allocator for GPU objects is losing objects and panicking. This seems to be a race condition that comes up once you get past displaying static scenes and start having moving objects. Rend3 has one overworked main developer. If you're qualified to work on GPU-level stuff, which I am not, that project could use help.
- Ambient: The Multiplayer Game Engine
- Learn WGPU updated to 0.15!
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Which graphics crate do you use?
I personally use Rend3, ability to use WGPU to make my own render effects, but I still get to build my own engine around it, although I'm waiting for the vertex-pulling branch to be merged before I really get going
- Is there an easy wrapper for wgpu?
What are some alternatives?
bevy-inspector-egui - Inspector plugin for the bevy game engine
wgpu-text - 📜A simple 2D text renderer for wgpu📜 > is a wrapper over glyph-brush for easier text rendering in wgpu > inspired by similar to wgpu_glyph
krABMaga - krABMaga: A modern developing art for reliable and efficient Agent-based Model (ABM) simulation with the Rust language
wgpu - Cross-platform, safe, pure-rust graphics api.
geng - Game ENGine for Rust Programming Language
bevy_retro - Plugin pack for making 2D games with Bevy
bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.
wgpu-practice
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs
bevy_mod_js_scripting
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)