eve
macroquad
eve | macroquad | |
---|---|---|
6 | 56 | |
853 | 2,844 | |
- | - | |
8.9 | 7.8 | |
about 5 hours ago | 3 days ago | |
C++ | Rust | |
Boost Software License 1.0 | Apache License 2.0 |
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eve
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Lack of modern scientific libraries written in C
C++ offers tools for writing better APIs, and since the addition of concepts in C++20 it offers much better API enforcement. Writing an equivalent to libraries such as {fmt} or EVE is not possible in anything we’d call C.
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Library that could generate vectorized code for different instruction sets?
Here is a doc on how we suggest to do it: https://jfalcou.github.io/eve/multiarch.html Here is complete code of that example: https://github.com/jfalcou/eve/tree/main/examples/multi-arch
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SIMD intrinsics and the possibility of a standard library solution
My source for this was the statement:
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C++'s smaller cleaner language
Indeed you cannot. Then again, you couldn't write a library like fmtlib in C in the first place. I mean why do you complain about C++ features which enable you to write libraries you otherwise couldn't? How would you expect to implement equivalent libraries to EVE or mp-units in C alone?
macroquad
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Deploying your Rust WASM Game to Web with Shuttle & Axum
See the macroquad docs for full details on building a WASM game.
- Not only Unity...
- Macroquad: Cross-platform game engine in Rust
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What would you recommend for simple 2D game (in The Binding of Isaac style)?
Any opinion on ggez? I don't like how everything in macroquad is global state https://github.com/not-fl3/macroquad/issues/333
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Help with egui basics?
I prefer examples like the ones in Macroquad: https://github.com/not-fl3/macroquad/tree/master/examples. I'm not against advanced examples, but the priority should be extremely clear, minimal, self contained ones.
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HELP: Unique ID's starting at 0 for each Type, advancing by one.
There were even discussions about deprecating static mut. Even if you think you got it right, there are too many things that might go wrong, like aliasing. For example, macroquad needs a complete rewrite because of their static mut.
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Learning project - board game Yinsh using macroquad
It's based on macroquad and you can play the wasm version here: https://unvirtual.github.io/yinsh-rs/
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I love rust, I have a pet peeve with the community
The reality is that I have used unsafe that is also unsound out of convenience because fixing it is a papercut too many. And this tends to be common! I know enough to spot unsoundness in other projects (sometimes even early). But not enough to be confident in my own abilities to write sound unsafe code. Why? Because it's really flipping hard, that's why!
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Limitations of wasm for a small board game?
Given that you are making a game, you might want to consider using a game framework such as https://github.com/not-fl3/macroquad/.Macroquad has full support for WASM, and will allow you to render your game both locally and in the browser via WASM depending on how you compile it.
What are some alternatives?
simdutf - Unicode routines (UTF8, UTF16, UTF32) and Base64: billions of characters per second using SSE2, AVX2, NEON, AVX-512, RISC-V Vector Extension. Part of Node.js and Bun.
miniquad - Cross platform rendering in Rust
highway - Performance-portable, length-agnostic SIMD with runtime dispatch
bevy - A refreshingly simple data-driven game engine built in Rust
aoc2021
ggez - Rust library to create a Good Game Easily
ispc - Intel® Implicit SPMD Program Compiler
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
dmd - dmd D Programming Language compiler
raylib - A simple and easy-to-use library to enjoy videogames programming
fractals - Mandelbrot renderer with SIMD (NEON/AVX) acceleration.
gdnative - Rust bindings for Godot 3