hecs | mun | |
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12 | 26 | |
894 | 1,752 | |
- | 0.9% | |
7.2 | 7.3 | |
about 1 month ago | 16 days ago | |
Rust | Rust | |
Apache License 2.0 | 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.
hecs
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Does it still make sense to roll your own ECS?
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).
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Why ECS pattern is popular in Rust?
The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
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Learning How To Rewind Time - Save & Load
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.
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After working on our Godot + Rust game fulltime for one year it is now up on Steam
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".
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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
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.
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A 2D Pixel Physics Simulator with Cellular Automata written in Rust
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.
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What is the plain Vec architecture in the hecs documentation?
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."
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Showcasing my game: The Process. Built with Rust and Godot!
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.
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Tiles as entities for common states and effects? (ECS related)
Generally, spatially-indexable data gets special treatment in games. (See Why not ECS for example, from the hecs ECS library.)
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I'm trying to follow the RLTK tutorial and feel like it is too much at a time, please help me solve some questions
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)
mun
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Hotswapping on native languages?
Mun is a statically typed language that compiles to machine code with LLVM, designed to be hot-reloadable: https://mun-lang.org/.
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Best language to use as a scripting lang for my rust app
Perhaps https://mun-lang.org? Might be a bit raw for your needs tho.
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Mun v0.4.0 released
But that’s not all! In total, this release contains 111 pull requests made by 5 of our community contributors and our two Core Team members & Dependabot. Thanks for having our back! For a full list have a look at the changelog, but the main improvements are:
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Mun v0.4.0: a statically-typed scripting language like Rust, written in Rust
Whenever I read about Mun, I'm always really, really intrigued… Until I remember that it currently has no string type and support for one is not currently planned. That's a bit of a shame, IMHO, because otherwise, this looks great!
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Wren is a small, fast, class-based concurrent scripting language
There's mun [1] which is statically typed and AOT compiled.
1: https://github.com/mun-lang/mun
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Lessons from Writing a Compiler
From the reverse-dependencies of the salsa crate, the (archived) Lark compiler used it and the Mun compiler uses it.
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(async) Rust doesn't have to be hard
I notice that there are projects like mun trying to achieve a similar goal, but I'm kind of curious why they are not getting much attention from the community.
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Rust Is Hard, Or: The Misery of Mainstream Programming
Have you heard of https://mun-lang.org/ ?
It's an embeddable scripting language with the goal of being a Rust-like language that supports hot reloading of functions AND data. To achieve the latter, it uses GC'ed memory such that memory can easily be mapped when the memory's type changes.
It's still in early development but maybe one day will serve your needs :)
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After working on our Godot + Rust game fulltime for one year it is now up on Steam
In terms of pure Rust engines/frameworks it seems the overall "problem" is lack of scripting, at least from my perspective. Mun seemed extremely interesting, but since even the project itself says "don't use it" I guess it's not a real option, and considering the amount of time we spent on the GDScript/Rust integration I'm a little worried that rolling something more custom would be even less efficient.
- Python interpreter written in rust reaches 10000 commits
What are some alternatives?
shipyard - Entity Component System focused on usability and flexibility.
Rhai - Rhai - An embedded scripting language for Rust.
gdnative - Rust bindings for Godot 3
rune - An embeddable dynamic programming language for Rust.
ecs - LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity
janet - A dynamic language and bytecode vm
ecs - Elastic Common Schema
lobster - The Lobster Programming Language
dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine
RustPython - A Python Interpreter written in Rust
sandspiel - Creative cellular automata browser game
tl - The compiler for Teal, a typed dialect of Lua