gdnative
PyO3
gdnative | PyO3 | |
---|---|---|
93 | 147 | |
3,565 | 11,044 | |
0.5% | 2.3% | |
7.2 | 9.8 | |
23 days ago | 3 days ago | |
Rust | Rust | |
MIT License | GNU General Public License v3.0 or later |
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
- Can someone explain how exactly are multiple languages supported in a single game engine
- Will rust ever become a first class citizen in Godot?
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Non web-based crossplatform GUI frameworks focused on security
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.
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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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Why is it so difficult to learn to use Bevy?
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 😅). Have fun!
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GDScript is fine
Bevy Godot-Rust
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Rust – Are We Game Yet?
> 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_...
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OK so whose gonna tell them
...Godot v3.x has Rust support via godot-rust and Godot v4.0 is released as of this month?
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Godot 4.0 is out
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/
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There's the Rust Player still going wrong subreddit?
There's people working on it: https://godot-rust.github.io/
PyO3
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Encapsulation in Rust and Python
Integrating Rust into Python, Edward Wright, 2021-04-12 Examples for making rustpython run actual python code Calling Rust from Python using PyO3 Writing Python inside your Rust code — Part 1, 2020-04-17 RustPython, RustPython Rust for Python developers: Using Rust to optimize your Python code PyO3 (Rust bindings for Python) Musing About Pythonic Design Patterns In Rust, Teddy Rendahl, 2023-07-14
- Rust Bindings for the Python Interpreter
- Polars – A bird's eye view of Polars
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In Rust for Python: A Match from Heaven
This story unfolds as a captivating journey where the agile Flounder, representing the Python programming language, navigates the vast seas of coding under the wise guidance of Sebastian, symbolizing Rust. Central to their adventure are three powerful tridents: cargo, PyO3, and maturin.
- Segunda linguagem
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Calling Rust from Python
I would not recommend FFI + ctypes. Maintaining the bindings is tedious and error-prone. Also, Rust FFI/unsafe can be tricky even for experienced Rust devs.
Instead PyO3 [1] lets you "write a native Python module in Rust", and it works great. A much better choice IMO.
[1] https://github.com/PyO3/pyo3
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Python 3.12
Same w/ Rust and Python, this is really neat because now each thread could have a GIL without doing exactly what you said. The pyO3 commit to allow subinterpreters was merged 21 days ago, so this might "just work" today: https://github.com/PyO3/pyo3/pull/3446
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Removing Garbage Collection from the Rust Language (2013)
I expected someone to write a rust-based scripting language which tightly integrated with rust itself.
In reality, it seems like the python developers and toolchain are embracing rust enough to reduce the benefits to a new alternative.
https://github.com/PyO3/pyo3
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Bytewax: Stream processing library built using Python and Rust
Hey HN! I am one of the people working on Bytewax. Bytewax came out of our experience working with ML infrastructure at GitHub. We wanted to use Python because we could move fast, the team was very fluent in it, and the rest of our tooling was Python-native already. We didn't want to introduce JVM-based solutions into our stack because of the lack of experience and the friction we had trying to get Python-centric tooling working with existing solutions like Flink.
In our research, we found Timely Dataflow (https://timelydataflow.github.io/timely-dataflow/, https://news.ycombinator.com/item?id=24837031) and the Naiad project (https://www.microsoft.com/en-us/research/project/naiad/) as well as PyO3 (https://github.com/PyO3/pyo3) and we thought we found a match made in heaven :). Bytewax leverages both of these projects and builds on them to provide a clean API (at least we think so) and table stakes features like connectors, state recovery, and cloud-native scaling. It has been really cool to learn about the dataflow computation model, Rust, and how to wrangle the GIL with Rust and Python :P.
Would love to get your feedback :).
`pip install bytewax` to get started. We have a page of guides (https://www.bytewax.io/guides) with ready-to-run examples.
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Tell HN: Rust Is the Superglue
You can practice your Rust skills by writing performant and/or gluey extensions for higher-level language such as NodeJS (checkout napi-rs) and Python or complementing JS in the browser if you target Webassembly.
For instance, checkout Llama-node https://github.com/Atome-FE/llama-node for an involved Rust-based NodeJS extension. Python has PyO3, a Rust-Python extension toolset: https://github.com/PyO3/pyo3.
They can help you leverage your Rust for writing cool new stuff.
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
rust-cpython - Rust <-> Python bindings
Godot - Godot Engine – Multi-platform 2D and 3D game engine
pybind11 - Seamless operability between C++11 and Python
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
RustPython - A Python Interpreter written in Rust
macroquad - Cross-platform game engine in Rust.
milksnake - A setuptools/wheel/cffi extension to embed a binary data in wheels
wgpu - Cross-platform, safe, pure-rust graphics api.
bincode - A binary encoder / decoder implementation in Rust.
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.
uniffi-rs - a multi-language bindings generator for rust