bevy_mod_scripting
Wren
bevy_mod_scripting | Wren | |
---|---|---|
5 | 44 | |
332 | 6,748 | |
- | 0.2% | |
7.4 | 0.0 | |
9 days ago | 8 months ago | |
Rust | Wren | |
Apache License 2.0 | MIT License |
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bevy_mod_scripting
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3 years of fulltime Rust game development, and why we're leaving Rust behind
As someone who's become a core contributor to Bevy lately, while also doing contract work in Unity on the side, I obviously disagree with the idea that Rust isn't up to the task of game dev. The grass isn't greener on the Unity side, with a mountain of technical debt holding the engine back. (They're still using Boehm GC in 2024!) Bevy is a breath of fresh air just because it's relatively new and free of legacy. Using Rust instead of C++ is just one part of that. Bevy has a more modern design throughout: for instance, it has a relatively straightforward path to GPU-driven rendering in an integrated system, without having to deal with three incompatible render pipelines (BiRP, HDRP, URP).
What I find more interesting is the parts of the article that boil down to "Rust isn't the best language for rapid development and iteration speed". And that may well be true! I've long thought that the future of Bevy is an integrated Lua scripting layer [1]. You don't even need to get into arguments about the suitability of the borrow checker: it's clear that artists and designers aren't going to be learning Rust anytime soon. I'd like to see a world in which Rust is there for the low-to-mid-level parts that need performance and reliability, and Lua is there for the high-level logic that needs fast iteration, and it's all a nicely integrated whole.
Long-term, I think this world would actually put Bevy in a better place than the existing engines. Unity forces you into C# for basically everything, which is both too low-level for non-programmers to use and too high-level for performance-critical code (unless you have a source license, which no indie developer has). Unreal requires C++, which is even more difficult than Rust (IMO), or Blueprints, which as a visual programming language is way too high-level for anything but the simplest logic. Godot favors GDScript, which is idiosyncratic for questionable gain. I think Rust and Lua (or something similar) would put Bevy in a Goldilocks spot of having two languages that cover all the low-, mid-, and high-level needs well.
As for the other parts of the article, I disagree with the ECS criticism; ECS has some downsides, but the upsides outweigh the downsides in my view. I do agree that Bevy not having an official editor is an ongoing problem that desperately needs fixing. Personally, I would have prioritized the editor way higher earlier in Bevy's development. There is space_editor [2] now, which is something.
[1]: https://github.com/makspll/bevy_mod_scripting
[2]: https://github.com/rewin123/space_editor
- Open call for maintainers: bevy_mod_scripting
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Bevy 0.10: data oriented game engine built in Rust
So far, there are promising experiments like https://github.com/makspll/bevy_mod_scripting, but nothing's really caught fire in the community yet.
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Fyrox Game Engine 0.29
Interesting. Personally I find Rust-only pretty appealing, but people definitely have differing opinions: https://github.com/makspll/bevy_mod_scripting
- Repos using rlua/mlua
Wren
- Tinyssh
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Show HN: Wren – simple yet super extensible task management system
For a moment I thought it was about wren programming language... [1]
[1] https://wren.io/
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Attempting each AOC in a language starting with each letter of the alphabet
For "W" you could use Wren.
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loxcraft: a compiler, language server, and online playground for the Lox programming language
Bob Nystrom also has a blog, and his articles are really well written (see his post on Pratt parsers / garbage collectors). I'd also recommend going through the source code for Wren, it shares a lot of code with Lox. Despite the deceptive simplicity of the implementation, it (like Lox) is incredibly fast - it's a great way to learn how to build production grade compilers in general.
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Bevy 0.10: data oriented game engine built in Rust
Only kind of unrelated ... Every time I see the Bevy logo I'm reminded of Wren language https://wren.io/
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Are they all like this?
If you want a pure C99 (sadly not C89 like Lua) immensely fast embeddable language pure interpreter, wren is a great language with excellent features like overload by arity. There is a huge maturity gap between the languages tho.
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Most important language features not touched in the book "Crafting Interpreters"?
Check out the source to Wren: https://wren.io. It’s from the author of Crafting Interpreters and builds directly on what’s discussed in the book (essentially a more complete Lox) and adds several additional types, including an array.
- Why does Rust have parameters on impl?
- Liberating the Smalltalk lurking in C and Unix
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What are some good C programs I can read through?
The best C code I have ever read is that of wren.
What are some alternatives?
Blightmud - A terminal mud client written in Rust
Lua - Lua is a powerful, efficient, lightweight, embeddable scripting language. It supports procedural programming, object-oriented programming, functional programming, data-driven programming, and data description.
bevy-inspector-egui - Inspector plugin for the bevy game engine
LuaJIT - Mirror of the LuaJIT git repository
kayak_ui
ChaiScript - Embedded Scripting Language Designed for C++
tealr_doc_gen - an online documentation generator for apis written with tealr
V8 - The official mirror of the V8 Git repository
lotus - :zap: Fast Web Security Scanner written in Rust based on Lua Scripts :waning_gibbous_moon: :crab:
Duktape - Duktape - embeddable Javascript engine with a focus on portability and compact footprint
bevy_async_task - Ergonomic abstractions to async programming in Bevy for all platforms.
ChakraCore - ChakraCore is an open source Javascript engine with a C API. [Moved to: https://github.com/chakra-core/ChakraCore]