bevy_webgl2
rot.js
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bevy_webgl2 | rot.js | |
---|---|---|
4 | 20 | |
170 | 2,289 | |
- | - | |
1.8 | 3.8 | |
over 2 years ago | 10 days ago | |
Rust | JavaScript | |
MIT License | BSD 3-clause "New" or "Revised" License |
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bevy_webgl2
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Is there a way to use piston with wasm?
There was a rust game jam in September 2021 and some games are playable in the browser. In that game jam the most used game engine was the bevy game engine. But most of the games made in bevy were not made playable in the browser, the ones that were playable in the browser used a third-party bevy plugin called bevy_webgl2. However now bevy has been updated to version 0.6 that has new built in WASM support, so there seems to be no need for bevy_webgl2. Targeting WASM with bevy might mean that not all features of the engine are available, so you need to limit the game’s features used to the ones that are compatible with WASM.
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Bevy 0.5
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
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Running ML models in a game (and in Wasm!)
Thanks to bevy_webgl2, this is actually very straightforward. I just need to add the plugin WebGL2Plugin and disable the default features of Bevy to only enable the one available on Wasm.
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Advice for doing a web-playable 7DRL
Bevy has bevy_webgl2, which is supposed to enable a way to compile bevy for wasm and consequently run in a browser.
rot.js
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Introducing From Stardust (a roguelike made in JavaScript)
- https://github.com/ondras/rot.js
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Doing a ROT.js version of the libtcod tutorial. Part 0 up now.
Surprising. I've not used rot.js but I haven't found Canvas too bad for a real time game I'm working on (60 fps with 50x25 onscreen tilemap on my phone). ROT also has a WebGL backend available.
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Sharing Saturday #414
Thanks! I am using [rot.js](https://ondras.github.io/rot.js/hp/) map generation primitives and then layering stuff on top of that. I'll probably introduce an "outside" at some point with caves and forests you can explore.
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Loking for a 2D grid javascript library
Mhh, right from the get go I can't recall any standalone library. What comes in my mind is something like rot.js though. It is not a grid library per se, but it specialiced in creating dungeons, layouts, has pathfinding and such stuff in it. Maybe it is sufficient for your needs? (https://github.com/ondras/rot.js) another thing that pops in my mind is honeycomb js (https://github.com/flauwekeul/honeycomb) it is for hex grids though.
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recommendations for engine with canvas graphics + multiplayer
As per those instructions, the docs are here and accessible as always. (Though anyone in touch with the ROT.js maintainer should let them know they should update the link so people can find them more easily.)
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Sharing Saturday #362
You probably know already, but rot.js has some great canvas rendering routines for roguelikes.
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Building A Powerful ASCII Game Engine For The Browser
I would not call it powerful it's just basic and simple. If you want powerful ASCII game engine there is already one that exists ROT.js it have everything that the Rouge Like game should have. I've created basic game using it https://codepen.io/jcubic/pen/oMbgym?editors=0110
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Sharing Saturday #355
Otherwise I did contribute a Pull Request for rot-js I am excited to share back to the community: https://github.com/ondras/rot.js/commit/edd35590196c0e0e1a9b1b60f2d0f314fc553149
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Advice for doing a web-playable 7DRL
This isn't really a recommendation, but I'm using Rust (compiled to Wasm) and a custom backend for cursive that interfaces with a javascript wrapper to use rot.js for the rendering. This mostly only made sense because I was already using cursive for terminal rendering, but the general approach of using Rust for the game logic and some subset of the UI logic, with the actual rendering and user input handled in javascript (or I guess typescript) is perfectly viable (wasm-bindgen makes calling Rust code from javascript or vice versa pretty straightforward).
What are some alternatives?
wgpu-rs - Rust bindings to wgpu native library
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
innit - A roguelike game where you play a micro organism inside a larger organism!
bevy - A refreshingly simple data-driven game engine built in Rust
bevy_webgl2_app_template
boardgame.io - State Management and Multiplayer Networking for Turn-Based Games
tract - Tiny, no-nonsense, self-contained, Tensorflow and ONNX inference
bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine
emacs-ng - A new approach to Emacs - Including TypeScript, Threading, Async I/O, and WebRender.
react-roguelike - A roguelike game built with React and TypeScript.