bevy_mod_js_scripting
krABMaga
bevy_mod_js_scripting | krABMaga | |
---|---|---|
1 | 2 | |
78 | 154 | |
- | 1.3% | |
0.0 | 4.3 | |
over 1 year ago | 7 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | MIT License |
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bevy_mod_js_scripting
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Bevy 0.8: data oriented game engine built in Rust
This Javascript / TypeScript implementation is still doing table + sparse set iteration, so I suspect cache locality is still reasonable. But you'd want to test to be sure.
https://github.com/jakobhellermann/bevy_mod_js_scripting/blo...
Given how new this effort is, I suspect there are plenty of areas with room for improvement.
krABMaga
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Bevy 0.8: data oriented game engine built in Rust
I wrote a thesis for my bachelor's regarding the development of an agent-based simulation framework in Rust where I managed the visualization side. The project takes inspiration from other frameworks such as MASON (in particular for the architecture), NetLogo, Agent.jl and others. I initially developed the visualization subsystem with Amethyst, after my thesis Amethyst was discontinued and, since I was already following Bevy since it went public and it looked like it was gaining a lot of momentum, I refactored our framework to switch to Bevy. Our project is open source: https://github.com/krABMaga/krABMaga . Being my first approach to Rust and my first serious greenfield project, I think there are a lot of parts which can be improved, but I was able to get by with my extremely limited knowledge of both Rust and Bevy and obtain decent results. The things I loved the most of Bevy was the low amount of boilerplate code needed, the WASM+WebGL support which allowed me to easily let guests run simulations from our github.io site (https://krabmaga.github.io/) at near native (sequential) performance and, just like the whole Rust ecosystem, the friendliness of the community. Even though I bothered quite a bit on the Discord server since the documentation wasn't the clearest for me back when I started (Bevy 0.5), both the team members and users always led me a hand. I also think the ECS approach is extremely useful for our usecase, by defining agents as entities with the Agent component, along with a system which acts as an event loop by executing a simulation step and triggering the agents' behaviour rules.
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krABMaga is finally officially available.
The framework includes the possibility to visualize simulation using bevy-engine on local or via browser exploiting wasm technology. You can play with some examples on our website! Also take a look at our github page, the framework is completely open-source and we would be pleased to receive your comments!
What are some alternatives?
bevy_editor_pls - In-App editor tools for bevy applications
rust-agent-based-models - Reliable and efficient agent-based models in Rust
bevy - A refreshingly simple data-driven game engine built in Rust
nbody-wasm-sim - An N-body WebAssembly simulation using Web GPU
epirust - An agent-based epidemiology simulation framework built in Rust
pomo - minimalistic pomodoro timer
rustwasmc - Tool for building Rust functions for Node.js. Combine the performance of Rust, safety and portability of WebAssembly, and ease of use of JavaScript.
pandemic_simulation - Pandemic simulation in Rust
quadtrees - An in-browser demo of quadtrees in Rust compiled to WebAssembly