inet256
bevy
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inet256 | bevy | |
---|---|---|
14 | 574 | |
133 | 32,358 | |
0.0% | 4.3% | |
4.6 | 9.9 | |
10 months ago | about 18 hours ago | |
Go | Rust | |
GNU General Public License v3.0 only | 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.
inet256
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Show HN: A version control system based on rsync
My approach to hosting with Got has been to make it easy and secure for users to host from any machine.
INET256 solves that problem nicely. If you have access to an INET256 network, then all you have to do is swap addresses and two Got instances can communicate.
https://github.com/inet256/inet256
Also, end-to-end encryption is table stakes. Any data that leaves the user needs to be encrypted in transit, and if it hangs around away from the user, at rest.
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Ask HN: What Are You Working on This Year?
I'm working on INET256, an API for secure identity based networking. The reference implementation, mesh256 is a mesh network using a distributed routing algorithm. There is also diet256, which is a centrally coordinated network with direct connections using QUIC over The Internet.
https://github.com/inet256/inet256
https://github.com/inet256/diet256
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SourceHut terms of service updates, cryptocurrency projects to be removed
Thanks for sharing RocketGit. This is the first time I've heard of it, and yes, it does look like a cool copyleft solution to self-hosted Git.
Another interesting option is Brendan Caroll's got[0], which allows sharing of repositories over INET256[1]. I'm sure there are other P2P approaches to Git, but this one just piqued my interest. Unfortunately it has a naming conflict with OpenBSD's Game of Trees[2].
[0] https://github.com/gotvc/got
[1] https://github.com/inet256/inet256
[2] https://gameoftrees.org/
- INET256 is a 256 bit network address space for p2p applications
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Ask HN: Who Wants to Collaborate?
I'm working on INET256, a 256 bit network address space for easily and securely connecting applications.
https://github.com/inet256/inet256
- The API is focused around sending and receiving messages to addresses derived from public keys.
- Each application can have its own stable address.
- Runs as a daemon process which is configured with peering information. Additional network nodes can be spawned through the API.
- Can easily support arbitrary routing algorithms through a well defined interface.
- A TUN device (similar to CJDNS or Yggdrasil) is included as a separate application. (The IP6 Portal)
https://github.com/inet256/inet256
Developers, applications, and end-users are under-served by the network layer. INET256 provides necessary features (stable addresses, encryption) to client applications, which usually have to reimplement those features themselves.
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Show HN: Got is like Git, but with an 'o'
There is an interface for address discovery [1] (finding transport addresses for peers you know about) and autopeering [2] (peering with peers you didn't know about beforehand). There is an unfinished branch for LAN broadcast discovery/autopeering. Contributions are definitely welcome here.
I had played around with a STUN transport, but the easiest way to connect has been to stand up a cloud VM with a static IP.
INET256 addresses use the same public key serialization as TLS, but they intentionally avoid the rest of the certificate infrastructure complexity. They make great leaves in a web of trust. You can sign them, or stick them in DNS records. And if you don't want to deal with any of that, fine, just swap addresses and you can communicate securely.
[1] https://github.com/inet256/inet256/blob/master/pkg/discovery...
- INET256: A 256 bit address space for peer-to-peer applications
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Spork: Peer-to-peer socket magic in the air
> To me, this is the future. I wish we had a set of APIs to allow connecting to a public key instead of an IP address
INET256 is working on exactly that. It's a set of APIs for connecting to addresses derived from public keys.
https://github.com/inet256/inet256
- INET256: A 256 bit address space for peer-to-peer hosts/applications
bevy
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Voronoi, Manhattan, random
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.
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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
What are some alternatives?
platelet - Dispatch system for emergency volunteer couriers.
Amethyst - Data-oriented and data-driven game engine written in Rust
adama-lang - A headless spreadsheet document container service.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
ipdr - 🐋 IPFS-backed Docker Registry
Fyrox - 3D and 2D game engine written in Rust
OpenBazaar - OpenBazaar 2.0 Server Daemon in Go
piston - A modular game engine written in Rust
roqr - QR codes that will rock your world
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Phaser - Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering. [Moved to: https://github.com/phaserjs/phaser]
specs - Specs - Parallel ECS