compiler-team VS bevy

Compare compiler-team vs bevy and see what are their differences.

compiler-team

A home for compiler team planning documents, meeting minutes, and other such things. (by rust-lang)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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compiler-team bevy
46 574
380 32,358
1.8% 2.0%
6.8 9.9
13 days ago 3 days ago
HTML 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.

compiler-team

Posts with mentions or reviews of compiler-team. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-18.
  • The Rust Calling Convention We Deserve
    3 projects | news.ycombinator.com | 18 Apr 2024
    > Also, why aren't we size-sorting fields already?

    We are for struct/enum fields. https://camlorn.net/posts/April%202017/rust-struct-field-reo...

    There's even an unstable flag to help catch incorrect assumptions about struct layout. https://github.com/rust-lang/compiler-team/issues/457

  • Rust proposal for ABI for higher-level languages
    1 project | news.ycombinator.com | 12 Apr 2024
  • The Linux Kernel Prepares for Rust 1.77 Upgrade
    9 projects | news.ycombinator.com | 18 Feb 2024
    Are you talking about https://github.com/rust-lang/compiler-team/issues/688 ? I think that issue provides a lot of interesting context for this specific improvement.
  • Progress toward a GCC-based Rust compiler
    8 projects | news.ycombinator.com | 18 Dec 2023
    And mips64, which rustc recently dumped support for after their attempt to extort funding/resources from Loongson failed:

    https://github.com/rust-lang/compiler-team/issues/648

    This is the biggest problem with the LLVM mentality: they use architecture support as a means to extract support (i.e. salaried dev positions) from hardware companies.

    GNU may have annoyingly-higher standards for merging changes, but once it's in there and supported they will keep it for the long haul.

  • Cargo has never frustrated me like npm or pip has. Does Cargo ever get frustrating? Does anyone ever find themselves in dependency hell?
    13 projects | /r/rust | 6 Dec 2023
    See https://github.com/rust-lang/compiler-team/issues/688
  • Rust: Drop MIPS to Tier 3
    1 project | news.ycombinator.com | 16 Nov 2023
  • There is now a proposal to switch Rustc Nightly to use a parallel frontend
    1 project | /r/rust | 16 Oct 2023
    The work has been going on for some time now and it seems we are quite close to it being enabled as a default for nightly builds, I am super thrilled upwards of 20% faster clean builds and possibly more are on the horizon. Hope everything works out without triggering some unseen ICE. https://github.com/rust-lang/compiler-team/issues/681 Edit: If you want to discuss this feature reach out on Zulip
  • Rust 1.72.0
    7 projects | news.ycombinator.com | 24 Aug 2023
    I'd recommend reading the MCP[1] they linked regarding the decision as well as their target tier policy [2].

    They are dropping tier 1 support for Win 7 and Win 8. That means they are no longer going to guarantee that the project builds on those platforms and passes all tests via CI.

    As long as it is feasible they will probably keep CI runs for those platforms and if interested parties step up and provide sufficient maintenance support, it will remain tier 2. i.e a guarantee that it builds on those platforms via CI but not necessarily that all features are supported and guaranteed via passing tests.

    If interested parties can provide sufficient maintenance that all tests continue passing, it will be tier 1 in all but name. However the rest of the development community won't waste their time with issues like Win 7 and 8's partial support for UTF-8.

    And once CI stops being feasible for the compiler team to host, it'll drop down to tier 3. If there's sufficient interest from the community towards maintaining these targets, in practice you should see comparable support to with tiers 1 or 2 however now any CI will be managed externally by the community and the compiler team will stop worrying about changes that could break compilation on those targets.

    TLDR: They aren't saying "it'll no longer work" but rather "if you want it to stay maintained for these targets, you have to pitch in dev hours to maintain it and eventually support the infrastructure to do this because we don't see a reason to continue doing this". So if you care for these targets, you'll have to contribute to keep it maintained.

    [1]: https://github.com/rust-lang/compiler-team/issues/651

  • Experimental feature gate for `extern "crabi"` ABI
    1 project | /r/ProgrammingLanguages | 10 May 2023
  • Prerequisites for a Windows XP 3D game engine
    2 projects | /r/rust_gamedev | 19 Apr 2023
    (The already broken) XP support was removed almost 3 years ago: https://github.com/rust-lang/compiler-team/issues/378

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 2024-04-26.
  • Voronoi, Manhattan, random
    6 projects | dev.to | 26 Apr 2024
    Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
  • Web Game Engines and Libraries
    5 projects | news.ycombinator.com | 23 Apr 2024
    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.

  • 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)

  • 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...

  • Trying to write a game with mods loaded at runtime
    1 project | /r/bevy | 10 Dec 2023
    This is the API you need: https://github.com/bevyengine/bevy/pull/9774

What are some alternatives?

When comparing compiler-team and bevy you can also consider the following projects:

libvfio-user - framework for emulating devices in userspace

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

llvm-mos - Port of LLVM to the MOS 6502 and related processors

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

ua-parser-js - UAParser.js - Free & open-source JavaScript library to detect user's Browser, Engine, OS, CPU, and Device type/model. Runs either in browser (client-side) or node.js (server-side).

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

namespacing-rfc - RFC for Packages as Optional Namespaces

piston - A modular game engine written in Rust

cargo-show-asm - cargo subcommand showing the assembly, LLVM-IR and MIR generated for Rust code

RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]

libgccjit-patches - Patches awaiting review for libgccjit

specs - Specs - Parallel ECS