bracket-lib
bevy
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bracket-lib | bevy | |
---|---|---|
27 | 573 | |
1,449 | 32,210 | |
1.7% | 3.8% | |
0.0 | 9.9 | |
2 months ago | 3 days ago | |
Rust | Rust | |
MIT License | 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.
bracket-lib
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Does anyone care about CLI/TUI games?
I think having to use a terminal is the scary part for many people. rltk/bracket-lib can be used to get a similar look and feel if that's what's important, but it is geared toward roguelikes.
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Minimal 2D library for games? I'm struggling a bit to settle on one to learn.
Maybe bracket-lib from the amethyst authors? I‘m currently working through that book and find the library quite intuitive and simple to use. It started out as a toolkit for rouge-like games but has been getting more general. On that note, I recommend the hands-on-rust book which teaches rust concepts while building games with bracket-lib. As you have read the book, I‘m sure you would get through the first chapters quickly.
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Bevy ECS or custom implementation?
https://github.com/amethyst/bracket-lib has a great integration with Bevy, designed for exactly this sort of thing.
- Turn-based game - architecture feedback/opinons
- libtcod use 8x8 font but scaled up to 16x16?
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How difficult could it be to make a console program that looks like this and has a game loop running on a separate thread? Any suggestions or crate recommendations are welcome!
I've been doing some experiments with terminal based games and landed on https://github.com/amethyst/bracket-lib It's not exactly terminal based in the sense that it actually runs on OpenGL by default. But that's a plus imho because dealing with the bits of the terminal window that can change outside of your control (like fonts, window resize, etc) is a giant pita. It does let you swap the backend to run on crossterm if that's what you really want to do but if what you're after is the aesthetic like I am having bracket_lib handling all that makes life so much better.
- Rendering TUI To Web
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Sharing Saturday #420
Bracket-Lib for Bevy Github
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Sharing Saturday #418
Bracket-Terminal/RLTK for Bevy Github Branch | Twitter | Patreon
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Sharing Saturday #416
bracket-lib 👈🏻 (using this now)
bevy
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Web Game Engines and Libraries
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.
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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...
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.
Fyrox - 3D and 2D game engine written in Rust
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
piston - A modular game engine written in Rust
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Rust-HTML-roguelike - Rust WASM + HTML roguelike
specs - Specs - Parallel ECS