bevy_snake VS bevy

Compare bevy_snake vs bevy and see what are their differences.

bevy_snake

Clone of the snake game, with Bevy (by marcusbuffett)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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bevy_snake bevy
8 574
91 32,358
- 2.0%
0.0 9.9
about 1 year ago 5 days ago
Rust Rust
- MIT OR Apache-2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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_snake

Posts with mentions or reviews of bevy_snake. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-21.
  • can a 2d game be made with rust without a game engine?
    3 projects | /r/rust_gamedev | 21 Dec 2022
    Here I implemented Snake game with just pixels. I did it after following Snake with Bevy tutorial to see how much more or less difficult it would be. In my experience the code turned out a little bit longer, but conceptually simpler.
  • We Need To Talk About The Bad Sides of Go
    4 projects | /r/programming | 3 Nov 2022
    I don't quite know about that. Rust has lots of features that make it possible to write code that's nearly impossible to read with human eyes, code which REQUIRES the use of additional tools to understand. For example, you can define implementations for things which implement traits IMPLICITLY, essentially giving things methods that they don't define in their own implementation. Figuring where the hell the implementation is, even with Rustdoc, can be a HUGE pain, since the definition of the thing doesn't contain its entire implementation. For example, the bevy game engine in rust (e.g. where does the method 'snake_eating.after' get defined and what does it do here?: https://mbuffett.com/posts/bevy-snake-tutorial/)
  • Question on Queries / With
    2 projects | /r/bevy | 24 Oct 2022
  • Learning rust
    1 project | /r/rust | 9 Oct 2022
    Yeah bevy is a good way to learn rust. You could try making a snake clone using this tutorial to get your feet wet.
  • Using `rustic`, `eglot`, and `org-babel` for literate programming with `LSP` support in `emacs`
    1 project | /r/emacs | 21 Jul 2022
    #+AUTHOR: granitrocky #+TITLE: Literate Programming Example -- Snake #+OPTIONS: H:3 toc:2 #+STARTUP: overview #+MACRO: setup-file (eval (if (eq org-export-current-backend 'html) "#+SETUPFILE: https://fniessen.github.io/org-html-themes/org/theme-bigblow.setup")) {{{setup-file}}} # Local Variables: # eval: (add-hook 'after-save-hook (lambda () (setq-local filename (org-html-export-to-html)) (rename-file filename "docs/index.html" t)) 0 t) # End: * Purpose This document is an attempt at putting a complete Bevy game and Design Document in a single file. We will be creating a document based on [[https://mbuffett.com/posts/bevy-snake-tutorial/][this tutorial]] ** Why? The reason for this workflow is to keep all our documentation and code in a single place. It's practice for creating a living org doc that will be my standard for creating projects in the future. That is, the code for this project is pulled directly from this document using ~org-babel~ * Specifications ** Use Bevy In our [[*Cargo File \[2022-07-19 Tue\]][Cargo File]], we define Bevy 0.7 as a dependency. Bevy allows us to create a game using ECS and built in 2D and 3D renderers and compile it to wasm32 for web games. In our case, we will be making a 2D snake game and embedding it in this file. ** Show a snake ** Move the snake ** Accept User input ** Grow the snake when it collects pellets ** End the game if the snake hits a wall or its tail ** OPTIONAL Keep a score * Code ** Cargo File [2022-07-19 Tue] :Code: #+begin_src conf-toml :tangle "Cargo.toml" [package] name = "literate-snake" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.7" rand = "0.7.3" #+end_src ** Start The Game [2022-07-19 Tue] :Code: #+begin_src rust :tangle "src/main.rs" use bevy::prelude::*; fn main() { App::new() .run(); } #+end_src ** Systems ** Add Camera System [2022-07-20 Wed] :Code: #+begin_src rust :tangle "src/main.rs" fn add_camera(mut commands: Commands){ commands. } #+end_src **
  • How to create collisions ?
    2 projects | /r/bevy | 13 Jul 2022
    So currently I am learning Bevy, I had already followed this tutorial on how to create simple snake game. Now I have decided that I would like to TRY and create a clone of the space invaders. However I gut stuck, I had managed to create simple player movement and shooting, however I can't figure out how to make colision detection.
  • Problem with the snake tutorial: can't use .iter() on a ResMut.
    1 project | /r/bevy | 11 Jul 2022
    I was following the Creating a Snake Clone in Rust, with Bevy tutorial but I've run into an error. In the section where I make it so that the snake's tail follows the head it says that there is no implementation of `iter` for the `ResMut` struct.
  • Experience 6 Months of Go
    3 projects | news.ycombinator.com | 30 Apr 2022
    > Cannot make a type in a foreign package implement an interface

    I would only push back on this point, and this point alone. Sure, it would be very convenient for me, an author to be able to just extend the implementation of anything that I import. However, when I am not an author and am instead a reader of code, doing this is the number-one way to causally make code totally unreadable. By allowing anyone to extend a type anywhere, it makes it impossible to just read the code. If the package that declares a type is the sole controller of that type, then reading code is easier.

    "Where is the definition of this method?" Answer: It's next to everything else for that type, in package where that type is defined. However, if anyone can extend any other type, figuring out what methods even exist for a type becomes so difficult that you are forced to use a language-server (with all related dependencies installed) in order to use "go-to-definition". If someone wants to understand the code, requiring them to have a full-fledged IDE and/or development environment is pretty awful and quite onerous, and makes codebases tough to get into.

    For example, take this line[0] from a tutorial[1] on creating a simple snake game using the Bevvy engine in Rust. The main() function wires up loads of entities, including a `snake_eating()` function. But it also calls a mysterious `.after()` method of the snake_eating() function. If you do a ctrl-f on the file, you won't find an .after() method defined for the function snake_eating(). Just reading the code in that file, the only file in the program, you'll never find what the `.after()` method does or where it comes from. Only by opening that code in an IDE with go-to-definition will you learn that it's set via an automatic macro in the bevvy library[2] which causes all functions of certain signatures to implement the System trait. Which... is pretty tough to get into, and means just reading code without computer aid is effectively impossible.

    In your languages, please don't allow packages to extend the interfaces/traits/types of other packages.

    [0] - https://github.com/marcusbuffett/bevy_snake/blob/0.7/src/mai...

    [1] - https://mbuffett.com/posts/bevy-snake-tutorial/

    [2] - https://github.com/bevyengine/bevy/discussions/1137

bevy

Posts with mentions or reviews of bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-26.
  • Voronoi, Manhattan, random
    6 projects | dev.to | 26 Apr 2024
    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.
  • Web Game Engines and Libraries
    5 projects | news.ycombinator.com | 23 Apr 2024
    Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/

    Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.

  • 3D and 2D: Testing out my cross-platform graphics engine
    17 projects | news.ycombinator.com | 2 Apr 2024
    I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.

    WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.

    Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.

    That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.

    (I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)

  • What Are Const Generics and How Are They Used in Rust?
    3 projects | dev.to | 25 Mar 2024
    I was working through an example in the repo for the Bevy game engine recently and came across this code
  • WebAssembly Playground
    9 projects | news.ycombinator.com | 4 Feb 2024
    That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.

    Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...

  • Immediate Mode GUI Programming
    15 projects | news.ycombinator.com | 15 Jan 2024
    I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.

    egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211

    It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.

    ... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)

  • A minimal working Rust / SDL2 / WASM browser game
    6 projects | news.ycombinator.com | 15 Jan 2024
  • ECS, Finally
    4 projects | news.ycombinator.com | 30 Dec 2023
    I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)

    I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.

    I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.

    If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants

  • Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
    13 projects | news.ycombinator.com | 14 Dec 2023
    These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.

    [1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...

  • Trying to write a game with mods loaded at runtime
    1 project | /r/bevy | 10 Dec 2023
    This is the API you need: https://github.com/bevyengine/bevy/pull/9774

What are some alternatives?

When comparing bevy_snake and bevy you can also consider the following projects:

bevy-yoleck - Your Own Level Editor Creation Kit

Amethyst - Data-oriented and data-driven game engine written in Rust

Platformer - Learning webgpu in rust by making a simple platformer

Godot - Godot Engine – Multi-platform 2D and 3D game engine

snake_pixels

Fyrox - 3D and 2D game engine written in Rust

life - Game of life in sdl

piston - A modular game engine written in Rust

RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]

specs - Specs - Parallel ECS

ggez - Rust library to create a Good Game Easily

raylib - A simple and easy-to-use library to enjoy videogames programming