hecs | rapier | |
---|---|---|
12 | 39 | |
894 | 3,545 | |
- | 3.2% | |
7.2 | 8.4 | |
about 1 month ago | 7 days ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
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)
rapier
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Xkcd 2916: Machine
Ok, so this uses https://rapier.rs/ which is very cool
Rapier, alongside https://nalgebra.org/ (which it uses underneath) has seriously good documentation and some advanced features like cross-platform determinism (something made hard by the way floating point differs between platforms)
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Code examples: see examples2d, examples3d-f64 and examples3d directories
- Rapier: Fast 2D and 3D physics engines written in Rust
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Bevy XPBD: A physics engine for the Bevy game engine
What are the pros and cons compared to something like Rapier? When should one use Bevy XPBD instead of Rapier, or vice versa?
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What's everyone working on this week (22/2023)?
Still using Rust in a browser-based multiplayer party game I'm working on! I'm using Actix Web for the backend and rapier2d to handle my game's physics. I'm looking to make some more connections amongst the developer / gaming community through my game down the line.
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Constructing a piston/muscle/gas strut in bevy_rapier3d?
I have noticed that Rapier 0.17 contains a RopeJoint struct, which constrains maximum distance between two dynamic bodies. It doesn't seem to have found its way into bevy_rapier3d yet so I haven't understood whether it supports (half of) my use case, and looking at the code (https://github.com/dimforge/rapier/blob/master/src/dynamics/joint/rope_joint.rs) I really cannot see how it is actually implemented and how I could extend it to also set a minimum distance, but this may be a place to start.
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Next part of my platformer in bevy series
I was also frustrated with the kcc, so I opened a PR that fixes most of my issues: https://github.com/dimforge/rapier/pull/446
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What libraries does Idris need to increase adoption?
Likewise, see the js bindings of Rapier.
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Good resources for structuring a 2d physics engine in Rust?
Maybe check out how Rapier does it. Rapier is likely the most advanced physics engine in Rust. (Though Embark Studios is doing some crazy stuff with ML physics.)
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A Rust client library for interacting with Microsoft Airsim https://github.com/Sollimann/airsim-client
rapier
What are some alternatives?
shipyard - Entity Component System focused on usability and flexibility.
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
gdnative - Rust bindings for Godot 3
bevy - A refreshingly simple data-driven game engine built in Rust
ecs - LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity
parry - 2D and 3D collision-detection library for Rust.
ecs - Elastic Common Schema
nakama - Distributed server for social and realtime games and apps.
dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
sandspiel - Creative cellular automata browser game