kobra
Ambient
kobra | Ambient | |
---|---|---|
3 | 23 | |
20 | 3,736 | |
- | 1.3% | |
6.9 | 9.9 | |
11 months ago | 4 months ago | |
Cuda | Rust | |
- | 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.
kobra
- Kobra: A 3D Rendering Engine
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Path Tracing Engine
I have been working on a rendering engine for quite some months now. It primarily focuses on raytracing with OptiX (later plan to add GLSL/compute shader and Vulkan RTX) and is oriented towards advanced research in graphics. I would like to hear what others think of this project, and what they would like to see from something like this.
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Path Tracer Project
I've been working on a path tracer for the past few weeks, and I think I've got it to a presentable state. However, I feel like there is still a lot I could do, both in terms of image quality and performance. Any tips or cool things I could implement?
Ambient
- FLaNK Stack Weekly 09 Oct 2023
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Show HN: Ambient, a multiplayer game engine and platform using WASM/WebGPU/Rust
Hi, this is Kuba from Ambient team, I work on Ambient backend.
The servers in question are part of the main Ambient application [0]. The server part is open-source just like the rest of the engine. You can start your own server using native build of Ambient (check cli help for `ambient serve`).
As for the orchestration and creating servers on demand, we are using Kubernetes and Agones [1]. Both of them are open too. We just have a thin API server that receives requests that a server is needed, checks if there's already one running and if not it uses Agones to allocate one.
[0]: https://github.com/AmbientRun/Ambient
- How do I run multiple "game rooms" in Bevy / Renet / Rapier on the server?
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Bevy and WebGPU
Intriguing development! It's quite refreshing to witness Bevy hopping onto the WebGPU bandwagon. I can't help but wonder about the complexity involved in transitioning an existing codebase from WebGL to WebGPU in such a compressed timeline.
On a similar note, Ambient (https://github.com/AmbientRun/Ambient) has been on my radar for their utilization of WebGPU, though they seemingly lack a tangible web demo. Anyone have any insights or comparisons to share?
- Ambient 0.2 – Multiplayer games and apps with Rust, WebAssembly and WebGPU
- Ambient – The Rust Multiplayer Game Engine Releases 0.2
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Ambient 0.2: multiplayer UI, sound, clientside WASM, and more
- Finally, our UI framework, Ambient UI, can now be used from guest code. Combined with our networking and ECS, this unlocks an exciting new capability: multiplayer UI!
In the blog post, we walk through the creation of a basic multiplayer beat sequencer using these features. We're excited to see what else the community can cook up :)
- Download: <https://github.com/AmbientRun/Ambient/releases/tag/v0.2.0>
Download: https://github.com/AmbientRun/Ambient/releases/tag/v0.2.0
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Does anyone here work in gamedev with Rust as their primary language?
I work on Ambient, an open-source platform for streamed[1] multiplayer games written entirely in Rust. We're a Swedish startup that supports remote and we're hiring for self-starters - if you think you can flourish in a startup environment, feel free to apply!