filament VS bevy

Compare filament vs bevy and see what are their differences.

filament

Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2 (by google)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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filament bevy
27 572
17,052 32,060
1.1% 3.4%
9.8 9.9
6 days ago 5 days ago
C++ 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.

filament

Posts with mentions or reviews of filament. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-04.
  • Filament – A Language for Fearless Hardware Design
    3 projects | news.ycombinator.com | 4 Mar 2024
    Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.

    https://google.github.io/filament/

  • Looking for resources / mentor
    3 projects | /r/vulkan | 13 Jun 2023
    Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
  • Flutter and Apple Vision Pro
    3 projects | /r/FlutterDev | 7 Jun 2023
    In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
  • Appleseed – open-source, physically-based global illumination rendering engine
    3 projects | news.ycombinator.com | 15 Apr 2023
    Anyone know much about how this compares to Filament by Google?

    https://github.com/google/filament

  • Searching for Reliable Cross-Platform Rendering Framework (C/C++)
    5 projects | /r/gamedev | 19 Jan 2023
    Have you tried Filament? https://google.github.io/filament/
  • What is this C++ trick called? It looks a bit like PIMPL.
    1 project | /r/cpp_questions | 2 Oct 2022
    I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
  • Why aren't there constantly more shading languages popping up all the time like other languages?
    12 projects | /r/GraphicsProgramming | 11 Aug 2022
    There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
  • Fence callback system
    1 project | /r/vulkan | 6 Aug 2022
  • OpenGL displays the color of an image different from the system color profile;
    1 project | /r/opengl | 3 Aug 2022
    I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems like‏‏‎‏‏‎‏‏‎‏‏‎­the framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
  • Weird Vulkan Bug
    1 project | /r/vulkan | 20 Jun 2022
    I found this issue on github https://github.com/google/filament/pull/3190/files

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)

  • 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
  • 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 filament and bevy you can also consider the following projects:

android-3D-model-viewer - Android OpenGL 2.0 application to view 3D models. Published on Play Store

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

THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html

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

compose-samples - Official Jetpack Compose samples.

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

The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2

piston - A modular game engine written in Rust

rust-skia - Rust Bindings for the Skia Graphics Library

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

OpenSceneGraph - OpenSceneGraph git repository

specs - Specs - Parallel ECS