inline_tweak
abstreet
inline_tweak | abstreet | |
---|---|---|
1 | 56 | |
153 | 7,316 | |
- | 0.5% | |
8.3 | 8.9 | |
3 months ago | 5 days ago | |
Rust | Rust | |
Creative Commons Zero v1.0 Universal | 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.
inline_tweak
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Egregoria is a city simulation with high granularity
I think Rust for games has come really far. I will cite https://arewegameyet.rs/ "Almost. We have the blocks, bring your own glue.".
All the blocks are there and the language is really well suited to games.
On top of my head:
The pros:
- The crate ecosystem and the package manager makes it really easy to integrate any useful component such as pathfinding, spatial partitioning, graphics backend, audio system.. Most crates take a lot of effort to be cross-platform so I can develop on linux and not spend too much time debugging windows releases.
- The strong typing and algebraic data types makes expressing the game state very pleasant. I also found I was able to develop a very big game without too many bugs even though I don't write many tests.
- Ahead of time compilation + LLVM guarantees you won't have to optimise for weird things around a virtual machine. Rust gives you more control to optimise hot loops as you can go low-level.
- I find wgpu to be the perfect balance between ergonomics and power compared to Vulkan. OpenGL support through wgpu is also a nice addition for lower end devices.
- The Rust community is very helpful, you can often talk directly to crate maintainers
The cons:
- Compilation times, when compared to JITed languages such as C# can be very painful. It can be alleviated by buying a 3950X but I still often get 10-30s iteration times.
- The static nature of Rust means you often need a dynamism layer above to tweak stuff that can be awkward to manage. I made inline_tweak for this purpose but it's really far from how easy Unity makes it. https://github.com/Uriopass/inline_tweak
- Since Rust feels very ergonomic, you are tempted to write almost all game logic within it, so mod support feels very backwards to implement as you cannot really tweak "everything" like in Unity games. Thankfully "Systems" game like Factorio or Egregoria can be theoretically split into the "simulation" and the "entities" so mod can still have a great impact. Factorio is built in C++ so has the same problematic. Their Lua API surface is quite insane to be able to hook into everything. https://lua-api.factorio.com/latest/
Now, I have to talk about Bevy: https://bevyengine.org/. It did not exist when I started but it is a revolution in the Rust gamedev space. It is a very powerful 100% Rust game engine that makes you write game code in Rust too. It has incredible energy behind it and I feel like if I'd used Bevy from the start I wouldn't have had to develop many core engine systems. Its modular design is also incredibly pleasant as you can just replace any part you don't like with your own.
abstreet
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Show HN: I built a transit travel time map
Super awesome! I like how you just color roads to show time. When you calculate polygons to try and cover the whole area in some 5-10 minute bucket, you can wind up with all sorts of odd holes far away from roads. Keep it simple.
https://github.com/a-b-street/abstreet/pull/1075
- A/B Street: Transportation planning and traffic simulation for friendlier cities
- A/B Street
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Egregoria is a city simulation with high granularity
A|B Street does some of that, but it is not a game: https://github.com/a-b-street/abstreet
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Not a Surprise: 101 Freeway Widening Shows Negative Results
You can build it out in a cool simulator and show it off.
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Bay Area drivers spend 97 hours a year in traffic. Why didn’t remote work end commute nightmares?
The tool you want exists, but you'll need to actually build the city in it. It's really an incredible program!
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Ask HN: Who is hiring? (December 2022)
Active Travel England | Software Developers and Data Engineer | Full or Part Time | https://www.gov.uk/government/organisations/active-travel-en...
Active Travel England will be developing tools to support evidence-based investment and policies to support sustainable transport. We're hiring 3 roles at present (there will be more jobs in January): https://www.civilservicejobs.service.gov.uk/csr/index.cgi?SI...
We are already working with the transport simulation and scenario development tool A/B Street and the Low Traffic Neighbourhood design tool: https://a-b-street.github.io/docs/ and plan to create new web applications to transform active travel infrastructure design, monitoring and evaluation.
An exciting thing about these jobs from a software engineering perspective is that you will be starting with a relatively blank slate. In the UK we already have tools like https://bikedata.cyclestreets.net and https://www.pct.bike/ but need to go further than this. Long term, the 7 strong Data and Digital team that you will be part of will develop a comprehensive map based design support tool to provide data of the type in BikeData (and more datasets), drawing tools, and automated assessment of proposed interventions.
These opportunities will enable you to shape the future of tools for active travel investment and policy in England and, because the software develop as part of these roles will be open source, beyond.
These high profile jobs will have a large impact, see here for context: https://twitter.com/Chris_Boardman/status/159648662743800217...
- Offline public transport navigation tool for simulations
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mutli Agent simulation
I don't know the topic well enough to be sure, but isn't this what you're looking for: https://github.com/a-b-street/abstreet
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34 extremely good websites(to have fun) that most people probably don't know about - dancing robots you can fling, 180 websites in 180 days, hot or not for generative art, draw auroras
https://github.com/a-b-street/abstreet - project to plan, simulate, and communicate visions for making cities friendlier to people walking, biking, and taking public transit.
What are some alternatives?
Egregoria - Contemplative society simulation
prettymaps - A small set of Python functions to draw pretty maps from OpenStreetMap data. Based on osmnx, matplotlib and shapely libraries.
GET3D
tilemaker - Make OpenStreetMap vector tiles without the stack
bevy - A refreshingly simple data-driven game engine built in Rust
osm-renderer - OpenStreetMap raster tile renderer written in Rust
arewegameyet - The repository for https://arewegameyet.rs
grid2demand - A tool for generating zone-to-zone travel demand based on grid zones and gravity model
awesome-vector-tiles - Awesome implementations of the Mapbox Vector Tile specification
owid-grapher - A platform for creating interactive data visualizations
vsketch - Generative plotter art environment for Python
WRF - The official repository for the Weather Research and Forecasting (WRF) model