intellij-rust
bevy
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intellij-rust | bevy | |
---|---|---|
80 | 572 | |
4,522 | 32,060 | |
-0.1% | 3.4% | |
9.7 | 9.9 | |
about 1 month ago | 4 days ago | |
Kotlin | Rust | |
MIT License | 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.
intellij-rust
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CLion Nova Explodes onto the C and C++ Development Scene
We’ll also consider the cases when IntelliJ IDEA licenses were primarily bought for Rust development with the IntelliJ Rust plugin and which options we can suggest to our users in these cases. Please stay tuned!
https://github.com/intellij-rust/intellij-rust/issues/10867#...
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Intellij Rust
Last time I tried this, the plugin was incapable of actually showing compile errors in the project view and they said their false positive error rate was too high to enable it (https://github.com/intellij-rust/intellij-rust/pull/8373). That was a dealbreaker for me compared to VSCode.
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What editor are you using for Rust?
Intellgi Rust is a good option.
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Error i8::MAX - Constant `MAX` is private [E0603]
Thank you all for the assist. Yep, not just a newbie issue which is surprising. :^) https://github.com/intellij-rust/intellij-rust/issues/10483
- stm32 f4 discovery board does not want to cooperate with me
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IntelliJ Rust Changelog #192
Warning about Unused_labels and implementation of MIR Now things are getting interesting
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Rust and Archlinux
Agreed. Specifically, I've found the intellij rust plugin on top of Clion to be great.
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Which backend framework should be chosen for beginner?
figure out testing, you probably want to structure your app in a way that allows you to run it in testing (Zero to Production has a great approach to that). There are helpers for testing like sqlx::test but CLion Rust plugin doesn't support them yet, it breaks code analysis (afaik the fix is not released yet).
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IntelliJ Platform: Latest Milestones and Achievements
Any closer to getting error highlighting on files working properly (https://github.com/intellij-rust/intellij-rust/pull/8373)? That's a major benefit of rust-analyzer to me.
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Debug on Windows?
Could you please clarify whether the problem affects exactly local variables' values or function parameters' values? It is a known bug that the CLion's debugger cannot show function parameters' values on Windows: https://github.com/intellij-rust/intellij-rust/issues/6676. This is a major issue and we are working on it. But if you are facing such problems in any other scenarios, please let us know and share a problematic code snippet if possible
bevy
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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...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
What are some alternatives?
Rust for Visual Studio Code
Amethyst - Data-oriented and data-driven game engine written in Rust
rust-analyzer - A Rust compiler front-end for IDEs
Godot - Godot Engine – Multi-platform 2D and 3D game engine
vscode-rust
Fyrox - 3D and 2D game engine written in Rust
rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]
piston - A modular game engine written in Rust
helix - A post-modern modal text editor.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Clippy - A bunch of lints to catch common mistakes and improve your Rust code. Book: https://doc.rust-lang.org/clippy/
specs - Specs - Parallel ECS