gdnative VS hecs

Compare gdnative vs hecs and see what are their differences.

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gdnative hecs
93 12
3,560 887
0.4% -
6.4 7.3
15 days ago about 1 month ago
Rust Rust
MIT License Apache License 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.

gdnative

Posts with mentions or reviews of gdnative. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-27.
  • Can someone explain how exactly are multiple languages supported in a single game engine
    1 project | /r/godot | 12 Nov 2023
  • Will rust ever become a first class citizen in Godot?
    1 project | /r/godot | 6 Aug 2023
  • Non web-based crossplatform GUI frameworks focused on security
    2 projects | /r/rust | 27 Jun 2023
    It's a little less standard use, but Godot has been used to build application guis, which could be paired with rust bindings to implement app logic. I can't speak to reproducibility/scalability, but Godot's ui is extremely solid, and I'd probably choose that over Bevy until Bevy's ui progress matures.
  • What is Rust's potential in game development?
    12 projects | /r/rust | 15 Jun 2023
    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.
  • Why is it so difficult to learn to use Bevy?
    3 projects | /r/bevy | 31 May 2023
    Check this: https://github.com/tomuxmon/bevy_roguelike if you are still into bevy. Scheduling is a bit bork and I have not found time to port it to latest bevy. But most of the systems should work fine(if used on latest bevy). But again. If you want faster result go with something like Godot. In fact, just go with Godot. It is mature, easy to start, no lock in(free and MIT license), a lot of learning material. Also with Godot you can also use Rust https://godot-rust.github.io/. Ditch Unity (do not have time to explain ๐Ÿ˜…). Have fun!
  • GDScript is fine
    4 projects | /r/godot | 7 Apr 2023
    Bevy Godot-Rust
  • Rust โ€“ Are We Game Yet?
    15 projects | news.ycombinator.com | 16 Mar 2023
    > Same for Godot.

    While likely true that it's "Unlikely to ever be as supported" as the 4 officially supported languages[0] ("GDScript, C#, and, via its GDExtension technology, C and C++."), Godot's GDExtension technology is specifically intended for use in adding support for other languages.

    The most relevant tracking issue for Rust is presumably:

    * <https://github.com/godot-rust/gdnative/issues/824>

    Which links to:

    * <https://github.com/godot-rust/gdextension>

    [0] https://docs.godotengine.org/en/4.0/getting_started/step_by_...

  • OK so whose gonna tell them
    5 projects | /r/rustjerk | 12 Mar 2023
    ...Godot v3.x has Rust support via godot-rust and Godot v4.0 is released as of this month?
  • Godot 4.0 is out
    3 projects | /r/linux | 1 Mar 2023
    I was curious, and looked it up. Nothing built in, but there's an interesting project that works with godot: https://godot-rust.github.io/
  • There's the Rust Player still going wrong subreddit?
    1 project | /r/ProgrammerHumor | 27 Feb 2023
    There's people working on it: https://godot-rust.github.io/

hecs

Posts with mentions or reviews of hecs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-31.
  • Does it still make sense to roll your own ECS?
    2 projects | /r/gameenginedevs | 31 Jul 2023
    For Rust, I really like Bevy's, but it gets too much in the way. I'd probably use macroquad instead with something like hecs (I tried macroquad with Bevy ECS and didn't go well).
  • Why ECS pattern is popular in Rust?
    4 projects | /r/rust | 2 Jul 2023
    The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
  • Learning How To Rewind Time - Save &amp; Load
    1 project | /r/roguelikedev | 11 Feb 2023
    My current design has struct Core that is basically "everything you need to save in a savefile", it has a hecs ECS (which needs a bit of boilerplate the hecs docs show you how to write to serialize it), and a bunch of simpler gamestate stuff like the discovered map positions, the current player etc. Everything is tree-like and serializes into a text file. Entity handles from hecs serve as "pseudo-pointers" that can represent cycle-like structures without running into endless cycles.
  • After working on our Godot + Rust game fulltime for one year it is now up on Steam
    9 projects | /r/rust | 29 Apr 2022
    Out of the other Rust engines we've tried I think Macroquad was the most interesting option, and even though I've only made a few small projects in it worked extremely well and was what I'd expect from a game framework. While working in Bevy I felt like it was "writing fun Rust", but it wasn't really making a game. Macroquad on the other hand got immediately out of the way, and using it together with hecs was a painless experience where the whole time I felt like I was working on "the game" rather than "building systems that are invisible to the player".
  • BITGUN Demo is now live on Steam - a game made in Rust and Godot by a two person fulltime indie dev team over the past 9 months
    3 projects | /r/rust_gamedev | 22 Feb 2022
    The last crate worth mentioning is probably hecs for ECS, which we don't really use as heavily as some ECS fans would assume, but it made working around some problems between GDScript and Rust easier by storing things in ECS, passing around handles and querying ECS instead. Initially we did this with a global object and lots of state (which we still use for some things), but as the number of "things" grew it became easier to put it into ECS.
  • A 2D Pixel Physics Simulator with Cellular Automata written in Rust
    8 projects | /r/rust | 19 Jan 2022
    I use the awesome Vulkano for rendering and computation, and Rapier for simple physics. Contour is used for the initial shapes, but rapier forms the physics colliders from it. Hecs is used as well. And you might recognize Egui as gui :). I gotta say, I'm starting to be pretty happy with the rust ecosystem overall.
  • What is the plain Vec architecture in the hecs documentation?
    1 project | /r/rust_gamedev | 29 Dec 2021
    In the hecs documentation there is a section, Why Not ECS?. In it, the author states, "If your game will have few types of entities, consider a simpler architecture such as storing each type of entity in a separate plain Vec."
  • Showcasing my game: The Process. Built with Rust and Godot!
    2 projects | /r/rust_gamedev | 11 Apr 2021
    Usually, what I do is creating large, robust components in Rust. In my game, most of the logic lives inside the Factory node, which inside holds a full ECS (currently using https://github.com/Ralith/hecs) as well as other associated resources. This node takes care of holding the state and simulating all the machines in the factory and their interactions.
  • Tiles as entities for common states and effects? (ECS related)
    2 projects | /r/roguelikedev | 13 Mar 2021
    Generally, spatially-indexable data gets special treatment in games. (See Why not ECS for example, from the hecs ECS library.)
  • I'm trying to follow the RLTK tutorial and feel like it is too much at a time, please help me solve some questions
    1 project | /r/roguelikedev | 6 Mar 2021
    That impl basically says that Leftwalker is a System (or implements a System interface, to use a different parlance). Why exactly do Systems need lifetime is something better asked of the authors of the ECS library the tutorial uses. (personally I use hecs https://github.com/Ralith/hecs instead because I find it easier to use, no lifetime in sight :p)

What are some alternatives?

When comparing gdnative and hecs you can also consider the following projects:

bevy - A refreshingly simple data-driven game engine built in Rust

shipyard - Entity Component System focused on usability and flexibility.

Godot - Godot Engine โ€“ Multi-platform 2D and 3D game engine

ecs - LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity

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

ecs - Elastic Common Schema

macroquad - Cross-platform game engine in Rust.

dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine

wgpu - Cross-platform, safe, pure-rust graphics api.

sandspiel - Creative cellular automata browser game

veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.

actors.unity - ๐Ÿš€Actors is a framework empowering developers to make better games faster on Unity.