gdext
xml-mut
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gdext | xml-mut | |
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12 | 4 | |
2,427 | 4 | |
7.1% | - | |
9.6 | 3.8 | |
5 days ago | 24 days ago | |
Rust | Rust | |
Mozilla Public License 2.0 | Apache License 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.
gdext
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Voronoi, Manhattan, random
As an alternative, you can code in C++ or C#. If desired, Godot has bindings for other languages, such as Rust. Going ahead—in the end, C++ came in handy and useful for the project.
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Modern Java/JVM Build Practices
The world has moved on though to opinionated tools, and Rust isn't even the furthest in that direction (That would be Go). The equivalent of those two lines in Cargo.toml would be this example of a basic configuration from the jacoco-maven-plugin: https://www.jacoco.org/jacoco/trunk/doc/examples/build/pom.x... - That's 40 lines in the section to do the "defaults".
Yes, you could add a load of config for files to include/exclude from coverage and so on, but the idea that that's a norm is way more common in Java projects than other languages. Like here's some example Cargo.toml files from complicated Rust projects:
Servo: https://github.com/servo/servo/blob/main/Cargo.toml
rust-gdext: https://github.com/godot-rust/gdext/blob/master/godot-core/C...
ripgrep: https://github.com/BurntSushi/ripgrep/blob/master/Cargo.toml
socketio: https://github.com/1c3t3a/rust-socketio/blob/main/socketio/C...
- GDext: Rust Bindings for Godot 4
- Unity’s pricing is a symptom, not the cause of tougher times for the industry
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Godot 4.1 Is Released
Starting with Godot 4.0, they now support GDExtension which allows you to basically write your own game code in C++ (and other languages), then have the engine import your code: https://docs.godotengine.org/en/stable/tutorials/scripting/g.... There is also a set of Rust bindings that utilize GDExtension too: https://github.com/godot-rust/gdext.
They might be worth looking into.
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Bevy, Fyrox or Godot, which has better 3D graphics performance and Wayland support?
Godot currently has 2 versions, the 3.X LTS version has a different api for which rust support ist fully there, that version is I think like 6months old and quite mature. The timeline for GDExtention Rust is difficult to predict but this is the status: https://github.com/godot-rust/gdext/issues/24
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What is Rust's potential in game development?
Adding onto this, I successfully written a game in Godot using gdnative / gdext. I started with a split approach using gdscript and rust for CPU intensive but found that the API layer was slow at transferring large amounts of data (serialization?). I ended up rewriting it in all rust and it worked like a charm. I was able to target native and web assembly, the web assembly was much slower but worked on the browser.
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Thinking of migrating from Roblox, have some questions
You can always port performance-sensitive parts of your code later to C#, or even Rust using GDExtension modules: https://github.com/godot-rust/gdext
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Adding scripts written in Rust to nodes with GDExtension
I’ve recently switched from my own custom game engine written in Rust to Godot and want to use my knowledge in Rust to create game logic. I’ve looked at the book for godot-rust and can’t figure out how to use it properly. My goal is to write Rust code and implement it as a script in Godot 4.
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Really frustrated. [Warning: Bit of a negative rant]
To add to your point, here’s also godot-rust if you want something semi-native in godot
xml-mut
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What are the scenarios where "Rewrite it in Rust" didn't meet your expectations or couldn't be successfully implemented?
This is exactly what I needed when implementing xml-mut :D I have used roxmltree instead and manipulated text directly. will try to rewrite it using Xot.
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Looking for someone to code with
I was developing a game with Bevy some time ago. But sadly have no time to contribute to it at this time. It still uses Bevy 0.9. Also, I have started some "thing (tm)" related to XML transformation. If that would be your jazz you could grab something like this and have a stab at it :).
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A simple XML mutation definition language resembling SQL
Hello dear people. So I have been developing this experiment of mine. it is a simple XML mutation definition language resembling SQL with a CLI to invoke it (something instead of unwieldy XSLT). I am not a top Rust dev just yet. So I would appreciate any feedback regarding the code base. Advice welcome! Further, I would like to know if you consider it useful. Should I invent this when again?
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What's everyone working on this week (17/2023)?
If I will find some time to spare will work on xml-mut. A simple XML mutation definition language resembling SQL.
What are some alternatives?
awesome-godot - A curated list of free/libre plugins, scripts and add-ons for Godot
bevy_roguelike - roguelike system implemented using bevy
dipa - dipa makes it easy to efficiently delta encode large Rust data structures.
velum - Lightweight and minimal blog engine
gdsdecomp - Godot reverse engineering tools
solid65 - compare emulators against eachother
piston - A modular game engine written in Rust
Clipper2 - Polygon Clipping and Offsetting - C++, C# and Delphi
Arrow - Game Narrative Design Tool
kubempf - Tool to forward and maintain multiple port forwards to kubernetes pods
bevy - A refreshingly simple data-driven game engine built in Rust
goku - Goku is an HTTP load testing application written in Rust