kakoune-lsp
bevy
kakoune-lsp | bevy | |
---|---|---|
9 | 574 | |
575 | 32,489 | |
0.5% | 2.4% | |
9.3 | 9.9 | |
5 days ago | 4 days ago | |
Rust | Rust | |
The Unlicense | 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.
kakoune-lsp
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Which editor do you use for your Go coding?
Kakoune with LSP (gopls).
- kak-lsp release 11.1.0
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Kakoune + Julia
You could dive into installing kak-lsp, which will provide the code intelligence features you want. Kakoune doesn't do windowing on it's own, so your going to need to rely on something like tmux or a terminal emulator that does similar, such as wezterm, or even a tiling window manager (which is what is being used in the video). Kakoune really needs a lot of time invested to configure well though.
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Massive preludes: why?
Why do you need vscode? Kakoune supports code actions, so this should work in the editor with the best editing model ever. See lsp-code-actions from https://github.com/kak-lsp/kak-lsp.
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Is kakoune more lightweight than vim or minimal? Why kakoune and not vim in your opinion?
In addition, rather than using its own full-fledged programming language for plugins or choosing to use a specific programming language, it provides a limited configuration language that's closer to a domain-specific language and to be used as a "glue" between Kakoune and programs written in any language. For example, the kak-lsp plugin uses a program written in Rust that is integrated with Kakoune with a thin wrapper of Kakoune's configuration language.
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kak-lsp and godot engine
If you're having problems with these capabilities, try to look at the kak-lsp debug output: https://github.com/kak-lsp/kak-lsp#troubleshooting
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kak-lsp + terraform-ls
kak-lsp doesn't print to *debug* under normal operation. If you want to check on kak-lsp, enable verbose logging as described here and tail -f the log file.
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Currently looking for something other than vim and emacs. I have some questions for kakoune.
So, since pretty much everything happens through a shell, you can use anything that produces an executable to write your logic. kak-lsp, for example, is written in Rust, with some kakscript to define the commands, hooks and options a user needs to interface with it.
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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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
What are some alternatives?
gdscript.kak - GDScript syntax highlighting for Kakoune
Amethyst - Data-oriented and data-driven game engine written in Rust
kakoune-doas-write - Fork of kakoune-sudo-write to use doas instead.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
tower-lsp - Language Server Protocol implementation written in Rust
Fyrox - 3D and 2D game engine written in Rust
age-plugin-yubikey - YubiKey plugin for age
piston - A modular game engine written in Rust
cargo-limit - Productivity improvements for Rust ecosystem: warnings are skipped until errors are fixed, LSP-independent Neovim integration, etc.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
nih-plug - Rust VST3 and CLAP plugin framework and plugins - because everything is better when you do it yourself
specs - Specs - Parallel ECS