docs.rs
awesome-bevy
docs.rs | awesome-bevy | |
---|---|---|
143 | 30 | |
1,029 | 1,014 | |
1.2% | 1.0% | |
9.5 | 8.3 | |
4 days ago | 6 days ago | |
Rust | ||
MIT License | - |
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.
docs.rs
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Obvious Things C Should Do
> So it’s built into GitLab and GitHub? BitBucket?
No. It's built into the toolchain which every Rust developer has installed.
> How easy is it to use on windows (i.e. is it is easy as opening a .h in notepad and reading it)?
A easy as on Linux or macOS from my experience.
> How easy is it to use from a command line environment with vim or emacs bindings?
Not sure I understand the question; use how exactly? You either have a binding which runs `cargo doc` and opens the docs for you, or you use an LSP server and a plugin for your editor in which case the docs are integrated into your editor.
> I shouldn’t have to install a toolchain (let alone rely on a web browser) to read API documentation.
If you want you can just read the source code, just as you do for any other language, because the docs are right there in the sources.
For publicly available libraries you can also type in `https://docs.rs/$name_of_library` in your web browser to open the docs. Any library available through crates.io (so 99.9% of what people use) have docs available there, so even if you don't have the toolchain installed/are on your phone you can still browse through the docs.
I know what you're going to say - what if you don't have the toolchain installed and the library is not public? Or, worse, you're using a 30 year old machine that doesn't have a web browser available?! Well, sure, tough luck, then you need to do it the old school way and browse the sources.
You can always find a corner case of "what if...?", but I find that totally unconvincing. Making the 99.9% case harder (when you have a web browser and a toolchain installed, etc.) to make the 0.1% case (when you don't) easier is a bad tradeoff.
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Ask HN: What's the best documentation site you've come across?
As a general rule (for established libraries at least), the docs for rust crates stored on https://docs.rs are pretty good. This comes from having docs being built-in to the tooling, so it's really easy to deliver docs in a consistent format.
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Enlightenmentware
I felt that way about node and yet node lead to an explosion of poorly written and designed packages and constant notifications about needing to upgrade project X because it depended on Y which depends on Z and Z has some DoS issue if you pass the wrong regex to it.
I don't feel confident that rust won't go the same way when I tried to update the rust docs (https://github.com/rust-lang/docs.rs)
cargo build
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Publish pure ESM npm package written in TypeScript to JSR
Now JSR have changed this situation. After publishing the package, we can view API docs of each version (similar to docs.rs in Rust or pkg.go.dev in Go). All we have to do is to write few lines of JSON. Optionally you can publish a package from GitHub Actions by adding only few lines to a workflow file. Any other setup (install packages, write config for document generator...) is not needed.
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Using GenAI to improve developer experience on AWS
Working in combination with CodeWhisperer in your IDE, you can send whole code sections to Amazon Q and ask for an explanation of what the selected code does. To show how this works, we open up the file.rs file cloned from this GitHub repository. This is part of an open source project to host documentation of crates for the Rust Programming Language, which is a language we are not familiar with.
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TSDocs.dev: type docs for any JavaScript library
Looks like a great initiative – I wish there was a reliable TS/JS equivalent of https://docs.rs (even considering rustdoc's deficiencies[1]).
I went through this exercise recently and so far my experience with trying to produce documentation from a somewhat convoluted TS codebase[2] has been disappointing. I would claim it's a consequence of the library's public (user-facing) API substantially differing from how the actual implementation is structured.
Typedoc produces bad results for that codebase so sphinx-js, which I wanted to use, doesn't have much to work with. I ultimately documented things by hand, for now, the way the API is meant to be used by the user.
Compare:
https://ts-results-es.readthedocs.io/en/latest/reference/api...
vs
https://tsdocs.dev/docs/ts-results-es/4.1.0-alpha.1/index.ht...
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How did I need to know about feature rwh_05 for winit?
Rust Search Extension adds a section on docs.rs menubar which lists the features of a crate in a nice and easy to access format.
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Embassy on ESP: GPIO
📝 Note: At the time of writing this post, I couldn't really locate the init function docs.rs documentation. It didn't seem easily accessible through any of the current HAL implementation documentation. Nevertheless, I reached the signature of the function through the source here.
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First Rust Package - Telegram Notification Framework (Feedback Appreciated)
Rust Crates are a Game-Changer 🎮:The ease of releasing a crate with `cargo publish` and the convenience of rolling out new versions amazed me. The auto-generated docs on Docs.rs. is an amazing tool, especially with docstring formatting. Doc tests serve as a two-fold tool for documenting the code and ensuring it's up-to-date.
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Grimoire: Open-Source bookmark manager with extra features
I've found I manually type out certain subsets of URLs where possible[0], maybe that's subconsciously associated with my impression that Google Search results have gotten worse and worse over the years.
[0] https://en.wiktionary.org/wiki/ and https://docs.rs/ come to mind.
awesome-bevy
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Bevy 0.12
Among Bevy contributors (including myself) there is a general hesitance to invest too much time in official learning material that will be obsolete by the next release. Bevy's APIs are beginning to stabilize ... and the appetite (both from users and from Bevy devs) for official material is increasing. The time is coming (soon)!
While you wait, there are a sizeable number of tutorials on YouTube, and we have learning material linked in https://bevyengine.org/assets/#learning as well.
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Which project do you think is the best at showing what Bevy is capable of?
User code is the same as engine code. It's all Rust. Consequently, Bevy already has a surprisingly rich ecosystem
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Bevy 0.10
I've summarized a lot of my thoughts in this blog post, but in short: * "The Developer's Engine": most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem as a result. These blurred lines also make it way easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers are Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine. * Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is a lot of pro and anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms. * Fully Free and Open Source With No Contracts: Of the popular engines, only Godot is a competitor in this space.
- Katharos tech?!
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I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
I would recommend going to bevy's blog post(https://bevyengine.org/news/) since the update lists are the only convenient way I know it find out what features bevy actually has implemented directly. then go over to bevy assets(https://bevyengine.org/assets/) and you can see the community-made plugins to get an idea of the sorts of things people are making available to you. and finally, as a bit of self-promo, I have a youtube series called bevy basics where I got over how bevy does things, like the ECS and systems, moving into more direct use thing like getting user input you can fine it all here www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j-KXuThRiSXc6
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Bevy 0.9: data oriented game engine built in Rust
Bevy still has functionality gaps in most areas. And we still warn developers about stability and missing features in our learning material. But many people are successfully making games with Bevy at this point. Some companies are already successfully building on Bevy for commercial projects. Our modular "everything is a Rust plugin" approach means that most gaps can be filled with 3rd party plugins, and we already have a large ecosystem of people doing that: https://bevyengine.org/assets/.
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Godot 4 Beta 1
One of the benefits of 4.0 is also the modularity of it with GDExtension. The major parts of the engine (including the physics) can be swapped with replacements without the need to recompile the entire engine. I'd usually say that is a long shot for community run projects, but even Bevy engine has community made extensions for separate physics engines.
https://bevyengine.org/assets/#physics
Forgetting about extensions, though, I see your point and almost agree, but Godot has shown that they will put in the work to improve their project, even if that means removing features like they did with visual scripting. Their physics engine will definitely be rough at first, but based on their past work, I believe they are willing and able to maintain it.
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Bevy 0.8
Lots of good community-developed networking plugins over in Bevy Assets
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3D Chess Tutorial from Bevy 0.4.0 to 0.7.0
Hi all! In the Assets tab from the Bevy official website, there is a "Making a Chess Clone in 3D" tutorial to learn Bevy written by guimcaballero. Unfortunately it was written in Bevy 0.4.0 and using bevy_mod_picking 0.3.1.
What are some alternatives?
crates.io - The Rust package registry
wgpu-rs - Rust bindings to wgpu native library
config-rs - ⚙️ Layered configuration system for Rust applications (with strong support for 12-factor applications).
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
serenity - A Rust library for the Discord API.
arewegameyet - The repository for https://arewegameyet.rs