flutter_rust_bridge
bevy
Our great sponsors
flutter_rust_bridge | bevy | |
---|---|---|
52 | 572 | |
3,537 | 32,060 | |
- | 3.4% | |
10.0 | 9.9 | |
4 days ago | 5 days ago | |
Dart | 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.
flutter_rust_bridge
-
flutter_rust_bridge VS rinf - a user suggested alternative
2 projects | 17 Jan 2024
-
plugin system for a flutter app
Use some sort of executable file, like webassembly. I've seen extism which is really cool. Though theres no dart port for it or a dart package, i think something could be done via flutter_rust_brige. This will allow people to use the languages supported via extism (js, go, rust, zig, cpp etc) to their full potential and have the language's ecosystem available and they can just compile the plugin to a wasm file and use it in the app. Downsides would be ig using that rust package in dart since flutter_rust_bridge does have some amount of complexity. And that for example, two plugins both written in say for example js, depend on some sort of http package, and both plugins load the same package twice in their respective wasm files. ig plugin files would be more larger in the end.
-
Show HN: Slint - A Declarative UI Toolkit Written in Rust for Embedded & Desktop
Not a Flutter Dev, but have you tried 'flutter_rust_bridge' [0]. Seems provide some interop between flutter and rust and looks like a popular and active project. I'm native mobile dev and just curious about this kind of interop myself. If it's seamless then looks like good balance to do mobile front-end in flutter and mobile backend in rust.
-
`flutter-rust-app-template`: This template provides instant capabilities to developers who want to embrace the power of Rust and Flutter together.
This template is primarily built using the flutter_rust_bridge library. It also incorporates several popular packages and modifications into the default Flutter template, ensuring optimal development process. It has been designed with future scalability and performance in mind.
-
Anybody doing multithreading wasm controlled by rust?
If you want example code, the flutter_rust_bridge uses a webworker pool with shared memory on the web to multithread the execution.
-
I need a GUI framework that can do the following!
There's also the thing that flutter_rust_bridge is currently broken for web development. I have a PR open, but it's running into weird issues with the CI and so can't be merged.
- Flutter oder React Native für Appentwicklung?
-
Is it possible to build a gui which is both cross compatible and native?
For reference, https://github.com/fzyzcjy/flutter_rust_bridge. And dart is a really nice language too, my only real gripe is that I'm no longer used to [type] [variable] over [variable]: [type]
-
Slint 1.0: The Next-Generation Native GUI Toolkit Matures
https://github.com/fzyzcjy/flutter_rust_bridge (Fixed your href)
-
I’m working on a prototype for a tool that visualizes intra-project dependencies between the source files of a Dart project.
It appears that this is indeed what was happening. The issue has now been fixed in the template.
bevy
-
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)
-
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
-
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-...
-
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
-
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
-
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...
-
Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- Not only Unity...
-
Capturing the WebGPU Ecosystem
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?
uniffi-rs - a multi-language bindings generator for rust
Amethyst - Data-oriented and data-driven game engine written in Rust
dioxus - Fullstack GUI library for web, desktop, mobile, and more.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Flutter - Flutter makes it easy and fast to build beautiful apps for mobile and beyond
Fyrox - 3D and 2D game engine written in Rust
cbindgen - A project for generating C bindings from Rust code
piston - A modular game engine written in Rust
iced - A cross-platform GUI library for Rust, inspired by Elm
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
specs - Specs - Parallel ECS