book
bevy
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book | bevy | |
---|---|---|
626 | 572 | |
14,211 | 32,060 | |
2.5% | 3.4% | |
6.9 | 9.9 | |
about 17 hours ago | 5 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
book
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Learning Rust: A clean start
My first port of call was to google learn rust which lead me to "the book". The book is a first steps guide written by the rust community for newbies (or Rustlings as they're called) to gain a 'solid grasp of the language'.
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Prodzilla: From Zero to Prod with Rust and Shuttle
Before Prodzilla, I’d read 'The Book' a couple of times, and had made my way through Rustlings, but hadn’t yet built a serious project in Rust.
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Help me stop hating rust
To answer your last question;
Start with the Rust book.
https://doc.rust-lang.org/book/
Then do Rustlings until the syntax becomes muscle memory.
Then join the Discord and start doing little projects.
You won’t get up to the proficiency of other languages as quickly in Rust. It takes longer. For me it’s taking a lot longer, but I enjoy it.
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Top 10 Rusty Repositories for you to start your Open Source Journey
Before diving into these repositories, familiarize yourself with Rust and its development ecosystem. The official Rust book is an excellent resource for developers at all levels. Each repository has documentation on how to contribute, covering code style, issue tracking, and pull requests.
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Command Line Rust is a great book
This is my third Rust book after the official book and Rust in Action. The other two books are great, but they were too theoretical for me. I'm a slow learner and had much trouble grokking Rust's features and idiosyncrasies. When I was done with these books, I was lost and unsure of what I could do.
- Advice Sought: Double down on Solidity dev or switch to Product?
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Nim
It's the same reason everything digital and downloadable isn't free: there's a cost to create it and there's a value to it.
For a language developer to charge for a book about that language, I think that's a completely valid way to make some money off of their work.
Even the Rust book, "The Rust Programming Language" is available freely online [0], but also as a print and ebook for sale via NoStarchPress [1].
[0] https://doc.rust-lang.org/book/
[1] https://nostarch.com/rust-programming-language-2nd-edition
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Systems programming - Rust
You know you can just read it online right now in 2 different variants It does contain some systems programming.
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Ask HN: How do you learn Rust in 2023?
I am looking at The Book (https://doc.rust-lang.org/book/), but hoped there was an amazing person on youtube.
Yeah, I'll build something, finally trying webassembly.
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Give me the best Resources to learn Rust
https://doc.rust-lang.org/book/ https://github.com/rust-lang/rustlings https://doc.rust-lang.org/rust-by-example/
bevy
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3D and 2D: Testing out my cross-platform graphics engine
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)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
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-...
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Immediate Mode GUI Programming
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
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ECS, Finally
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
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
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...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- Not only Unity...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
What are some alternatives?
rust-by-example - Learn Rust with examples (Live code editor included)
Amethyst - Data-oriented and data-driven game engine written in Rust
Rustlings - :crab: Small exercises to get you used to reading and writing Rust code!
Godot - Godot Engine – Multi-platform 2D and 3D game engine
solana-program-library - A collection of Solana programs maintained by Solana Labs
Fyrox - 3D and 2D game engine written in Rust
nomicon - The Dark Arts of Advanced and Unsafe Rust Programming
piston - A modular game engine written in Rust
github-cheat-sheet - A list of cool features of Git and GitHub.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
rust - Empowering everyone to build reliable and efficient software.
specs - Specs - Parallel ECS