jumpy
Tactical 2D shooter in fishy pixels style. Made with Rust-lang 🦀 and Bevy 🪶 (by fishfolk)
macroquad
Cross-platform game engine in Rust. (by not-fl3)
jumpy | macroquad | |
---|---|---|
28 | 56 | |
1,544 | 2,844 | |
1.2% | - | |
8.9 | 7.8 | |
4 days ago | 3 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
jumpy
Posts with mentions or reviews of jumpy.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-24.
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Shiftnanigans - 2D Platformer Randomizer
I made a 2D platformer randomization crate called Shiftnanigans (https://github.com/AustinHellerRepo/Shiftnanigans) as part of my work on the open source game Jumpy (https://github.com/fishfolk/jumpy). Within the map editor of Jumpy, the Randomize button will randomize the placement of tiles and elements, maintaining the general structures of the map. I've described the two abstract concepts and sets of structs used to accomplish this functionality below. This is just a general overview, but I am happy to elaborate further if anyone has questions about the algorithms and data structures used.
- Fish Folk – open-source Bevy game
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Fish Folk – Our open source arena-shooter game in development for 4 years is now live on Kickstarter
GitHub: https://github.com/fishfolk/jumpy
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Fish Folk: Jumpy v0.5 – completed MVP of Bevy rewrite
Since late September we've been rewriting 'Fish Folk: Jumpy' in Bevy, headed up by Jumpy's new lead dev zicklag. With the release of v0.5, we now set our sights on a crowdfunding campaign due to launch in early 2023.
- Networking in ‘Fish Folk: Jumpy’ with QUIC for matchmaking and GGPO for p2p rollback
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Wave Function Collapse - A stateful node graph framework (constraint problems, procedural generation, etc.)
Thanks for this! We have a longstanding idea to use WFC as a way to create procedurally (re-)generated maps for our 2D platformer game. Happy to collaborate further on this if you’re interested.
- WASM For Core Game Loop & Mods · Jumpy dev-talk
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Katharos tech?!
Also the people from Katharos are great contributors of Bevy itself and also is working on Jumpy, which is a great source of inspiration and showcase for community, which doesn't uses Katharos License.
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Are there any AAA or indi games being developed in Rust?
Fish Fight is developed in Rust.
macroquad
Posts with mentions or reviews of macroquad.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-02-14.
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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?
When comparing jumpy and macroquad you can also consider the following projects:
rust-sdl2 - SDL2 bindings for Rust
miniquad - Cross platform rendering in Rust
bbscript - Parses BBScript for various Arc System Works Games
bevy - A refreshingly simple data-driven game engine built in Rust
minicloze - Rust-based command-line language-learning game. Uses the Tatoeba database.
ggez - Rust library to create a Good Game Easily
iroha - Iroha - A simple, enterprise-grade decentralized ledger
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
ticked - Edit your ticktick.com tasks from any text editor you want (like vim/neovim)
raylib - A simple and easy-to-use library to enjoy videogames programming
rust-drive-ai - Self driving car AI in road fighter world
gdnative - Rust bindings for Godot 3