botnet
mach
botnet | mach | |
---|---|---|
5 | 36 | |
69 | 2,787 | |
- | 2.5% | |
0.0 | 9.7 | |
about 1 year ago | 13 days ago | |
Rust | Zig | |
GNU Affero General Public License v3.0 | GNU General Public License v3.0 or later |
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.
botnet
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Out of the loop: WASM for non-web projects
I was/am working on a project (https://github.com/JMS55/botnet), where users upload scripts compiled to WASM to control entities on a game server, so that they can write custom behavior.
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Sandboxing DLL Code
Never heard of extism before, but second using WASM for plugins/scripting/extensions. I'm using it for botnet(1). Each player uploads a WASM program to control their bots. Both the server and the bot SDK are written in Rust, and can share some code.
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Why Am I Excited About WebAssembly?
4. Speed
I'm hoping to write my thesis for my master's degree on this topic this year. I'm also in the process of writing a game like screeps, where users provide a WASM script to control units for an RTS-style game (without combat though) https://github.com/JMS55/botnet.
It's amazing how simple it is to constrain memory usage, runtime duration, and secure exported functions to a WASM VM. Performance is also great - currently about ~6 microseconds per tick per unit, up to ~200 microseconds when doing expensive pathfinding. All that, while letting you program your units in Rust - the same language as the server is written in, while being able to share code with the server, and not having to use something more script-y like lua.
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easy to use Plugin API in rust?
The boilerplate sucks, but it works well when you don't need a ton of different functions. I use wasm as a scripting language for running isolated untrusted scripts in a game I'm developing, and it works really well https://github.com/JMS55/botnet.
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Ask HN: Who needs help with side projects?
I'm working on a Screeps-like game using WebAssembly. You compile a script to WebAssembly, and for each robot you control on the server, it runs the script in an isolated environment to choose an action for that robot. The goal is to write a program to coordinate your robots to gather resources and expand your control of the server.
Here's an example bot script: https://github.com/JMS55/botnet/blob/master/example_bot/src/...
The basic infrastructure of the project is more or less in place, besides a visual replay viewer which I'm working on right now. What's needed is a bunch of work in designing game mechanics and APIs. I don't actually have any plans beyond bots running around and harvesting randomly generated resources at the moment. Feel free to open a discussion on the github page if you're interested in Rust, WebAssembly, and video games.
https://github.com/JMS55/botnet
mach
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Zig Software Foundation 2024 Financial Report and Fundraiser
Myself and many others are betting on Zig in major ways, I truly think it has a bright future ahead.
In spare time, myself and a few others are working on a game engine in Zig[0], and the Zig core team has been very receptive to addressing issues our project faces and supporting us.
Others are working on pixel art editors[1], open source 2D RPG games[2], there's a group of independent folks working on a 3D massive immersive sim game[3], a group working on making Zig an amazing language for micro-controllers[4], etc.
Please consider donating $5-10 a month to the ZSF! They are a great group of people, and it has so many knock-on effects for others in the FOSS community. :)
[0] https://machengine.org/
[1] https://github.com/foxnne/pixi
[2] https://github.com/foxnne/aftersun
[3] https://github.com/Srekel/tides-of-revival
[4] https://github.com/ZigEmbeddedGroup
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DevDocs
I don't know if there's anything better than a zip. For our website[0] which includes a bunch of docs for our game engine, Zig packages, etc. we just offer a link "offline version of this site" in the footer which is an ~80MB zip file.
I think the challenge with zip files is.. do you want all the images? do you want all versions of the docs, or just a specific version of the docs? It's hard to tailor the zip to the user's desire. But zip still seems to be the best.
[0] https://machengine.org/
- Not only Unity...
- Mach - Zig game engine & graphics toolkit
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New Béziers from Math
Cool to see others working on this problem. I hope more people do.
Funnily I've seen a lot of programmers and math folks who express how truly, genuinely beautiful Beziers and the math behind them are. But I've never met an artist or graphic designer who didn't express some deep frustration at Bezier controls and how hard they are to work with.
There are even games[0] which make a mockery out of how hard Bezier controls are to use, where the game is purely using the controls.
Controls are just one side of the problem, in my view; the other side is that cubics are terrible for GPUs, they don't understand them - and I believe many of the best 2D graphics libraries today are not even fully GPU accelerated, e.g. Skia. There are folks working on compute shader-based approaches, where we try to shoe-horn this CPU-focused algorithm into GPUs and pray - but it still isn't really suitable.
The controls suck for artists, and the math sucks for GPUs. This is only true of cubics, if you restrict yourself to quadratics (although that brings other challenges), both the control issue goes away (you can just click+drag the curve!) and the performance issue goes away (quadratics are triangles, GPUs love them)
That's the summary of the talk[1] I gave at SYCL'22. In that talk, I didn't have time to present the downsides of quadratics (which are real) - so if you watch it please keep that in mind - but my overall point I think is a solid one: the controls suck, and GPUs can't handle them.
The only reason we stick with cubics in its current form is because of SVG, compatibility with existing tooling, etc. But isn't it crazy? We have new bitmap image formats all the time, and so few vector graphics formats.
In Mach engine[2] we're continuing to explore this space, end-to-end, from author tooling -> format -> rendering. I'm not claiming we have a perfect solution, we don't, but we're at least thinking about this problem. Kudos to the authors of this article for thinking about this space as well.
[0] https://bezier.method.ac/
[1] https://www.youtube.com/watch?v=QTybQ-5MlrE
[2] https://machengine.org
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0.11.0 Release Notes
A game engine https://machengine.org is being written in zig, there's also https://microzig.tech as zig is well suited to embedded development.
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Significant examples of Zig software (June 2023)?
https://github.com/hexops/mach (shameless plug)
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Learn WebGPU
Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.
WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.
[1] https://github.com/hexops/mach-examples
[2] https://github.com/hexops/mach#supported-zig-version
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Zig for gamedev?
We're building Mach which aims to be competitive with Unity/Unreal/Godot in spriti, but super modular / let you pick and choose which parts to use or build yourself.
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Mach (Zig) Adventures - Part 1
git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d
What are some alternatives?
memory64 - Memory with 64-bit indexes
SDL.zig - A shallow wrapper around SDL that provides object API and error handling
micropolis-rs - The classic Micropolis (Sim City 1) game rewritten in Rust and React, with WebAssembly support.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
homebridge-lutron-caseta-leap - Homebridge support for Lutron Caseta Smart Bridge 2
quickjs-emscripten - Safely execute untrusted Javascript in your Javascript, and execute synchronous code that uses async functions
baghchal.net - Online Baghchal Issue Tracker
zigstr - Zigstr is a UTF-8 string type for Zig programs.
temporal-polyfill - A lightweight polyfill for Temporal, successor to the JavaScript Date object
arocc - A C compiler written in Zig.
Rhai - Rhai - An embedded scripting language for Rust.
mach-glfw-vulkan-example - mach-glfw Vulkan example