hyperfine
bevy
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hyperfine | bevy | |
---|---|---|
74 | 573 | |
19,874 | 32,210 | |
- | 3.8% | |
8.2 | 9.9 | |
16 days ago | 1 day ago | |
Rust | Rust | |
Apache License 2.0 | MIT OR Apache-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.
hyperfine
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Measuring startup and shutdown overhead of several code interpreters
Check out the official hyperfine Github repo
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Bun - The One Tool for All Your JavaScript/Typescript Project's Needs?
And then I used hyperfine to run the benchmarks on my MacBook Pro 14 M2 Max, and here are the results:
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Faster tetranucleotide (k-mer) frequencies!
Search "benchmarking tools for linux" and decide that hyperfine is good for what I'm doing. Run Jennifer's new python script against my refactored perl and find that the python is 1.26 times faster for k=3 and 1.47 times faster for k=4. For the Covid-19 sequence, these are both on the order of hundreds of milliseconds.
- Hyperfine: A command-line benchmarking tool
- FLaNK Weekly 08 Jan 2024
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Show HN: Inshellisense – IDE style shell autocomplete
> It is very possible to write sub 100ms procedures in TS, […]
I will not disagree with this statement because I don’t have a way to test inshellisense right now. Could you (or anyone with a working Node + NPM installation) please install inshellisense and post the actual numbers? Perhaps using a tool like hyperfine (https://github.com/sharkdp/hyperfine).
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Firefox has surpassed Chrome on Speedometer
Yeah, while it's not as thorough as these tools, the method is at least reproducible and sane, and with ~10 or so samples, you get an interval with a nice confidence.
Another through method will be hyperfine[0], yet I wanted to provide a method which requires no installation and can be done in a whim, without jumps and hoops, with the tools already at hand.
[0]: https://github.com/sharkdp/hyperfine
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How to optimize your config? What are mistakes to avoid when optimizing your config?
That is native and inbuild but I would suggest below options instead 1. Using lazy's Profile tab instead https://github.com/folke/lazy.nvim 2. Using a dedicated plugin to do this https://github.com/dstein64/vim-startuptime. 3. Using an external program hyperfine is one that I use https://github.com/sharkdp/hyperfine
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How to remove all <br> from all of my .html files
Fair enough, although might I recommend using hyperfine for your testing? ;p
bevy
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Web Game Engines and Libraries
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.
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3D and 2D: Testing out my cross-platform graphics engine
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)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
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-...
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Immediate Mode GUI Programming
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
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ECS, Finally
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
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
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...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- Not only Unity...
What are some alternatives?
criterion.rs - Statistics-driven benchmarking library for Rust
Amethyst - Data-oriented and data-driven game engine written in Rust
fd - A simple, fast and user-friendly alternative to 'find'
Godot - Godot Engine – Multi-platform 2D and 3D game engine
ripgrep - ripgrep recursively searches directories for a regex pattern while respecting your gitignore
Fyrox - 3D and 2D game engine written in Rust
awesome-mac - Now we have become very big, Different from the original idea. Collect premium software in various categories.
piston - A modular game engine written in Rust
kubeconform - A FAST Kubernetes manifests validator, with support for Custom Resources!
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
quinn - Async-friendly QUIC implementation in Rust
specs - Specs - Parallel ECS