clap-rs VS bevy

Compare clap-rs vs bevy and see what are their differences.

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clap-rs bevy
154 572
13,196 32,060
1.8% 3.4%
9.6 9.9
7 days ago 1 day ago
Rust Rust
Apache License 2.0 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.
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.

clap-rs

Posts with mentions or reviews of clap-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-23.
  • Build Your Own curl - Rust
    2 projects | dev.to | 23 Mar 2024
    We will be using the library for Clap - A simple-to-use, efficient, and full-featured library for parsing command line arguments and subcommands.
  • Getting Started with CLI tools in Rust using Clap
    5 projects | dev.to | 10 Dec 2023
    We can also use tuple-like struct syntax and named-field struct syntax for enum variants within our enum; this is because unlike in other OOP languages, Rust enums are actually sum types. You can read more about how powerful Rust enums are in another article we wrote here. You can have optional arguments by simply wrapping the types in Option, but if you want to add a flag to a command you can use bool, since clap recognises that flags are either there or not there. Let's have a look at what this might look like:
  • Flow Updater JSON Creator
    8 projects | dev.to | 9 Dec 2023
    I began by developing a wrapper for the CurseForge API, which turned out to be a lengthy and challenging process but constituted the bulk of the work. Next, I coded the CLI, which was relatively straightforward. Instead of using the clap crate, a Rust tool for generating CLIs, I opted for the following line of code:
  • netcrab: a networking tool
    4 projects | dev.to | 14 Oct 2023
    By this time I had already gotten tired of parsing arguments by myself and had looked for something to help with that. I found a really dang good argument parsing library called clap. What makes it so cool is it's largely declarative for common uses. You simply mark up a struct with attributes, and the parser automatically generates the usage and all the argument parsing code.
  • Grimoire - A recipe management application.
    7 projects | /r/rust | 5 Oct 2023
    How CLI arguments are handled (using clap).
  • Rust 1.72.0
    7 projects | news.ycombinator.com | 24 Aug 2023
  • I made an alternative --help renderer for clap based applications
    2 projects | /r/rust | 18 Jul 2023
    Is this just referring to wrapping based on the terminal width? That is supported with the wrap_help feature though I have been considering making it a default feature.
  • Looking for advice around project direction using artix-web
    3 projects | /r/rust | 27 May 2023
    CLI, use Clap. If you want to get fancy, use Tui.
  • Build a HTTP server with Rust and tokio - Part 1: serving static files
    2 projects | dev.to | 21 May 2023
    As our CLI is getting more complex, we'll use the clap crate to parse the command line arguments.
  • [self-made] havn - fast lightweight port scanner
    4 projects | /r/rust | 18 May 2023
    I’m not sure why I decided to create it, I think I tried to use RustScan for a simple task last week, but it was too convoluted for my needs, as well as the fact that it requires nmap to be installed. Thus havn was born, nothing else needed, and only directly using two dependencies, Tokio and Clap, although I think If I really wanted to, I could remove the Clap dependency, but it’s just so handy and easy to use.

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 2024-04-02.
  • 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)

    17 projects | news.ycombinator.com | 2 Apr 2024
  • 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...

  • Not only Unity...
    53 projects | /r/opensourcegames | 11 Nov 2023
  • Capturing the WebGPU Ecosystem
    9 projects | news.ycombinator.com | 11 Nov 2023
    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?

When comparing clap-rs and bevy you can also consider the following projects:

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

structopt - Parse command line arguments by defining a struct.

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

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

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

macroquad - Cross-platform game engine in Rust.

gdnative - Rust bindings for Godot 3

argh - Rust derive-based argument parsing optimized for code size