fluvio
bevy
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fluvio | bevy | |
---|---|---|
26 | 573 | |
2,624 | 32,210 | |
4.6% | 3.8% | |
9.6 | 9.9 | |
5 days ago | 1 day ago | |
Rust | Rust | |
Apache License 2.0 | 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.
fluvio
- Ask HN: WebSocket Relay?
- XFaaS: Hyperscale and Low Cost Serverless Functions at Meta
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Iggy.rs – building message streaming in Rust
I'm not quite sure how this compares to Kafka and fluvio [1], a Kafka competitor also written in Rust?
Is it more of a message queue like rabbitmq?
[1] https://www.fluvio.io/
- Fluvio: Open-source data streaming platform
- Show HN: Fluvio – Distributed stream processing system written in Rust and WASM
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Thank you for checking out the Fluvio repo
Seeing signs of the hockey stick traffic on the Fluvio Open Source repo: https://github.com/infinyon/fluvio
Stopped the mobile notifications for the stargazer bot on discord and slack to stop the dopamine rush!!!
But thank you for checking us out.
- Opens Source Rust and WASM Alternative to Kafka and Flink
- Fluvio is a high-performance distributed data streaming platform in Rust
- RabbitMQ vs. Kafka – An Architect’s Dilemma (Part 1)
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Advice: I am 36, and i want to transition from ETL developer to Rust
Look at open source project fluvio https://github.com/infinyon/fluvio and see how we’re building a modern bus that can do ETL streaming style :).
bevy
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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
- Not only Unity...
What are some alternatives?
nsq - A realtime distributed messaging platform
Amethyst - Data-oriented and data-driven game engine written in Rust
datafuse - An elastic and reliable Cloud Warehouse, offers Blazing Fast Query and combines Elasticity, Simplicity, Low cost of the Cloud, built to make the Data Cloud easy [Moved to: https://github.com/datafuselabs/databend]
Godot - Godot Engine – Multi-platform 2D and 3D game engine
roapi - Create full-fledged APIs for slowly moving datasets without writing a single line of code.
Fyrox - 3D and 2D game engine written in Rust
sccache - Sccache is a ccache-like tool. It is used as a compiler wrapper and avoids compilation when possible. Sccache has the capability to utilize caching in remote storage environments, including various cloud storage options, or alternatively, in local storage.
piston - A modular game engine written in Rust
rust-blog - Educational blog posts for Rust beginners
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
cache - Cache dependencies and build outputs in GitHub Actions
specs - Specs - Parallel ECS