Cycle.js
bevy
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Cycle.js | bevy | |
---|---|---|
11 | 574 | |
10,237 | 32,210 | |
0.0% | 3.8% | |
4.1 | 9.9 | |
5 months ago | 6 days ago | |
TypeScript | 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.
Cycle.js
- Could angular possibly compile rxjs Ahead Of Time?
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Can be the future of JSX be Functional first?
Seems like you might be interested in this
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Front-end Guide
Cycle
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[AskJS] Opinions In Favor of Coding Document Fragments in JS?
This is the standard way of going about things in Mithril and Cycle. Elm as well doesn't use an XML knockoff for view code- and as a fun fact, the original version of React didn't either.
- What is a really cool thing you would want to write in Rust but don't have enough time, energy or bravery for?
- Solid.js feels like what I always wanted React to be
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callbag-rs: An implementation of the callbag spec
For example, an FRP framework (created by the same author who later wrote the callbag spec): https://cycle.js.org/
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Does it make sense to use Scala.js/Laminar in the context of a startup?
TypeScript is relatively mainstream at this point, and I think that's good news. If you want to crank the type-safety and pure FP dials on it to 11, you certainly can do that. I have a project that I've based largely on this post, including the "hardcore" section. However, instead of Redux and otherwise plain React, I've chosen to use Cycle.js and the lessons from this post to use React in a very purely Functional Reactive Programming Way.
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Flame: A PureScript front-end framework inspired by the Elm architecture
This post links to a PureScript project that is probably the easiest PS framework around.
ReScript + rescript-react is a good alternative. Less safe, waaaay more verbose; but backed by Facebook.
This is quite cute (in TypeScript though): https://github.com/cyclejs/cyclejs
And Yew is super cool, it goes the WASM route (in Rust): https://github.com/yewstack/yew
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My Open Source Journey
From now on I was on what I would call a typical open source trajectory. I used the Cycle.js framework to rewrite my frontend and in that process I hit some walls. I eventually figured that the error was on my side and that I was just missing some information to avoid the error. To spare others the hours of debugging I started to contribute small patches to the documentation. At the same time I also found some missing features that I voiced in GitHub issues.
bevy
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Voronoi, Manhattan, random
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.
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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
What are some alternatives?
RxJS - A reactive programming library for JavaScript
Amethyst - Data-oriented and data-driven game engine written in Rust
MobX - Simple, scalable state management.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Bacon - Functional reactive programming library for TypeScript and JavaScript
Fyrox - 3D and 2D game engine written in Rust
Most.js - Ultra-high performance reactive programming
piston - A modular game engine written in Rust
Cycle.js (react-native) - Cycle.js driver that uses React Native to render
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Elm - Compiler for Elm, a functional language for reliable webapps.
specs - Specs - Parallel ECS