dungeon-bevy VS shipyard

Compare dungeon-bevy vs shipyard and see what are their differences.

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dungeon-bevy shipyard
1 5
16 664
- -
0.0 7.9
over 3 years ago 3 months ago
Rust Rust
- GNU General Public License v3.0 or later
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.

dungeon-bevy

Posts with mentions or reviews of dungeon-bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-01-11.

shipyard

Posts with mentions or reviews of shipyard. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-14.
  • Deploying your Rust WASM Game to Web with Shuttle & Axum
    4 projects | dev.to | 14 Feb 2024
    With game matching the binary name used in Cargo.toml, above. The code we use is provided as an example of using the Shipyard Rust ECS. Paste the main.rs square_eater code from the repo into src/bin/main.rs in your project.
  • Sharing Saturday #458
    6 projects | /r/roguelikedev | 17 Mar 2023
    I also initially followed the amazing bracket-lib tutorial, but was not satisfied with specs. Tried legion, but it seems kind of abandonned too. I choose to use shipyard in my project and I am pretty satisfied with it until now. I feel like it's a great compromise between usability and effectiveness, plus there is relatively up-to-date documentation. Maybe can you give it a try ?Shipyard
  • I hope my new-to-programming-enthusiasm gives you all a little nostalgia
    8 projects | /r/ProgrammerHumor | 28 Jun 2022
    Shipyard (Rust)
  • React Renderer for Three.js
    11 projects | news.ycombinator.com | 15 Aug 2021
    It's not that it's incompatible, it's that when the ECS is the primary tool for organization, a DOM tree (or scenegraph) is merely one way of iterating over the entities - not the way.

    This provides tons of benefits, so for example you can also decide to iterate over the entites by shader program and gain significant speedups for graphics processing, or maintain components that roughly sort them by their position in world space for physics and culling or lighting, etc.

    To add to the sibling comment, there's another wonderful Rust ECS called shipyard[0] and I helped write a scenegraph for it (which I really need to update, one of these days)[1]

    [0] https://github.com/leudz/shipyard

  • [Brainstorming] Use cases for variadic generics
    4 projects | /r/rust | 31 Jan 2021
    Just as a final thing here, are, a, bunch, of, links for shipyard's tuple impls to show how its not an uncommon thing to need to do when writing an ECS :)

What are some alternatives?

When comparing dungeon-bevy and shipyard you can also consider the following projects:

actors.unity - 🚀Actors is a framework empowering developers to make better games faster on Unity.

hecs - A handy ECS

Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity

beatmapper - A 3D editor for creating Beat Saber maps

roguelike - Turn based dungeon exploration

raylib-rs - Rust bindings for raylib

emscripten - Emscripten: An LLVM-to-WebAssembly Compiler

bevy_proto - Create config files for entities in Bevy

scheduler-test

ecs - Elastic Common Schema

awsm-web