glTF VS bevy

Compare glTF vs bevy and see what are their differences.

glTF

glTF – Runtime 3D Asset Delivery (by KhronosGroup)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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glTF bevy
20 574
6,947 32,210
1.2% 3.8%
7.0 9.9
4 days ago 6 days ago
HTML Rust
GNU General Public License v3.0 or later MIT OR Apache-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.

glTF

Posts with mentions or reviews of glTF. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-10.
  • Academy Software Foundation Announces OpenPBR, a New Subproject of MaterialX
    1 project | news.ycombinator.com | 2 Aug 2023
    My understanding is that this is an evolution of the Autodeks Standard Surface (https://autodesk.github.io/standard-surface/), which itself is a subset set of the glTF 2.0 material with its PBR extensions (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE... )

    Together this means there is a lot of alignment between these models. I wouldn't be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity.

    OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (https://materialx.org) with OpenUSD for geometry and scene graph exchange, means together we are headed into a world where high quality 3D assets are exchangeable between content creation tools.

  • Is it more performant to build the entire scene in Blender?
    4 projects | /r/Unity3D | 10 Jun 2023
    Search animation related topics, like skinning and weights. This is constantly debated. As for the compression it is just standard with the format, there are some old topics on it.
  • VisionOS
    2 projects | news.ycombinator.com | 6 Jun 2023
    An open standard that is very capable (but cannot find if it can do streaming) is https://github.com/KhronosGroup/glTF

    It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.

  • The difference between a primitive and a mesh in gltf
    1 project | /r/opengl | 16 Apr 2023
    I wondered this in the past as well and I found this issue, which has a lot of discussion on it and includes some plausible possible reasons, though it seems it's not entirely clear anymore why it is like it is: https://github.com/KhronosGroup/glTF/issues/821
  • Did a burger / solved for PBR partially
    1 project | /r/photogrammetry | 4 Jan 2023
    So the special thing about this is we didn't touch any of the PBR maps on it. At all. That was all automatic, I wrote a solving program. What I will reveal about that is the gltf spec I solved against is over here: https://github.com/KhronosGroup/glTF . We're looking at using this with some 3D scanning businesses in NYC at the moment.
  • Ask HN: Simple 3D animation file format?
    2 projects | news.ycombinator.com | 20 Dec 2022
    https://github.com/KhronosGroup/glTF/blob/main/specification...
  • Texture Animation to glTF 2.0 Fail to Export
    2 projects | /r/blenderhelp | 4 Nov 2022
    In the future, this can be properly done with the KHR_animation_pointer extension: https://github.com/KhronosGroup/glTF/pull/2147
  • Magic hole in GLTF from blender?! is it possible
    1 project | /r/blenderhelp | 27 Oct 2022
    I think ideally you would extend the gltf material to add control over e.g. renderOrder, colorWrite, depthWrite, then implement the extension in your gltf loader
  • I've decided to learn Godot and it feels like I have "lost"
    7 projects | /r/gamedev | 1 Aug 2022
    Probably not directly, but I'd look for frameworks that work with GLTF to have proper scene and asset management.
  • What is the name of the effect which causes edges of meshes to appear brighter rather than darker?
    1 project | /r/GraphicsProgramming | 6 Jun 2022
    Probably it’s some kind of Sheen. This effect gives the material a velvety fabric / fur impression, which would work well with the Tom Nook character.

bevy

Posts with mentions or reviews of bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-26.
  • Voronoi, Manhattan, random
    6 projects | dev.to | 26 Apr 2024
    Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
  • Web Game Engines and Libraries
    5 projects | news.ycombinator.com | 23 Apr 2024
    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.

  • 3D and 2D: Testing out my cross-platform graphics engine
    17 projects | news.ycombinator.com | 2 Apr 2024
    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?
    3 projects | dev.to | 25 Mar 2024
    I was working through an example in the repo for the Bevy game engine recently and came across this code
  • WebAssembly Playground
    9 projects | news.ycombinator.com | 4 Feb 2024
    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
    15 projects | news.ycombinator.com | 15 Jan 2024
    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
    6 projects | news.ycombinator.com | 15 Jan 2024
  • ECS, Finally
    4 projects | news.ycombinator.com | 30 Dec 2023
    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'
    13 projects | news.ycombinator.com | 14 Dec 2023
    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
    1 project | /r/bevy | 10 Dec 2023
    This is the API you need: https://github.com/bevyengine/bevy/pull/9774

What are some alternatives?

When comparing glTF and bevy you can also consider the following projects:

GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input

Amethyst - Data-oriented and data-driven game engine written in Rust

glTF-Sample-Models - glTF Sample Models

Godot - Godot Engine – Multi-platform 2D and 3D game engine

MonoGame - One framework for creating powerful cross-platform games.

Fyrox - 3D and 2D game engine written in Rust

raylib - A simple and easy-to-use library to enjoy videogames programming

piston - A modular game engine written in Rust

learn-gdscript - Learn Godot's GDScript programming language from zero, right in your browser, for free.

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

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

specs - Specs - Parallel ECS