glommio VS bevy

Compare glommio vs bevy and see what are their differences.

glommio

Glommio is a thread-per-core crate that makes writing highly parallel asynchronous applications in a thread-per-core architecture easier for rustaceans. (by DataDog)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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glommio bevy
29 574
2,842 32,358
1.2% 2.0%
7.6 9.9
7 days ago 4 days ago
Rust 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.

glommio

Posts with mentions or reviews of glommio. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-13.
  • I want to share my latest hobby project, dbeel: A distributed thread-per-core nosql db written in rust
    3 projects | /r/rust | 13 Nov 2023
    I used glommio as the async executor (instead of something like tokio), and it is wonderful. For people wondering whether it's "good enough" or to use C++ and seastar (as I have thought about a lot before starting this project), take the leap of faith, it's fast - both in terms of run time and to code.
  • The State of Async Rust
    9 projects | news.ycombinator.com | 25 Sep 2023
    My understanding is you always need a runtime, somethings needs to drive the async flow. But there are others on the market, just not without the.. market domination... of tokio.

    https://github.com/smol-rs/smol looks promising simply for being minimal

    https://github.com/bytedance/monoio looks potentially easier to work with than tokio

    https://github.com/DataDog/glommio is built around linux io_uring and seems somewhat promising for performance reasons.

    I haven't played with any of these yet, because Tokio is unfortunately the path of least resistance. And a bit viral in how it's infected tings.

  • Learning Async Rust with Too Many Web Servers
    4 projects | news.ycombinator.com | 18 Aug 2023
    I think you missed one which is based on io_uring [1].

    In my benchmarks with a slightly tweaked version it was 2x faster than Nginx and and 30x faster than Python's SimpleHttpServer.

    [1] https://github.com/DataDog/glommio/blob/master/examples/hype...

  • How much reason is there to be multi-threaded in the k8s environment
    2 projects | /r/scala | 4 Jul 2023
    b) It's proven now e.g Seastar, Glommio that the fastest way to run a multi-threaded application is to have one instance with one thread pinned per CPU core. Then to have fibers/lightweight threads on top handling all of the asynchronous code. Your approach of lots of instances is the slowest so there will be a ton of unnecessary thread context-switching.
  • Why does Actix-web's handler not require Send?
    3 projects | /r/rust | 18 Jun 2023
    I assume Tokio itself, see e.g monoio or glommio, but also Seastar for C++.
  • How does async Rust work
    6 projects | /r/rust | 27 Apr 2023
    https://github.com/DataDog/glommio Rust thread per core library.
  • Use io_uring for network I/O
    11 projects | news.ycombinator.com | 12 Apr 2023
    > Few of us have really figured out io_uring. But that doesn't mean it is slower.

    seastar.io is a high level framework that I believe has "figured out" io_uring, with additional caveats the framework imposes (which is honestly freeing).

    Additionally the rust equivalent: https://github.com/DataDog/glommio

  • Is async runtime (Tokio) overhead significant for a "real-time" video stream server?
    5 projects | /r/rust | 8 Mar 2023
    This use case is perfect for https://github.com/DataDog/glommio which is a thread-per-core runtime that is appropriate for latency sensitive code.
  • Blessed.rs – An unofficial guide to the Rust ecosystem
    8 projects | news.ycombinator.com | 7 Nov 2022
    It's worth mentioning: Under "Async Executors", for "io_uring" there is only "Glommio"

    I recently found out that ByteDance has a competitor library which supposedly has better performance:

    https://github.com/bytedance/monoio

    https://github.com/DataDog/glommio/issues/554

  • Building a High-Performance DB Buffer Pool in Zig W\ Io_uring New Fixed-Buffers
    4 projects | news.ycombinator.com | 15 Oct 2022
    FYI, Datadog has a Rust library for scheduling things to run thread-per-core with io_uring

    It'd be really useful for DB use cases:

    https://github.com/DataDog/glommio

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 glommio and bevy you can also consider the following projects:

tokio - A runtime for writing reliable asynchronous applications with Rust. Provides I/O, networking, scheduling, timers, ...

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

tokio-uring - An io_uring backed runtime for Rust

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

Seastar - High performance server-side application framework

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

monoio - Rust async runtime based on io-uring.

piston - A modular game engine written in Rust

MIO - Metal I/O library for Rust.

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

actix-web - Actix Web is a powerful, pragmatic, and extremely fast web framework for Rust.

specs - Specs - Parallel ECS