legion
Amethyst
legion | Amethyst | |
---|---|---|
13 | 22 | |
1,563 | 7,803 | |
0.0% | - | |
0.0 | 6.6 | |
over 2 years ago | over 2 years ago | |
Rust | Rust | |
MIT License | GNU General Public License v3.0 or later |
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legion
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A short introduction to Entity-Component-System in C++ with EnTT
I know bevy, there is also legion from the amethyst game framework.
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I learned to love testing game code
Wow... Okay. I see you didn't even bother watching the video in full. But, I'll respond in case your misinformed comment manages to deter people from watching it.
You somehow managed to ignore all the points of the talk. Like literally every one of them, and I'm not even exaggerating. And then you somehow both managed to focused on irrelevant details and to talk out of your ass (like, at least be right about the details?), all to make a tangential point about how "sUpErIoRlY sMaRt CpP dEvs ArE" because they know this really basic shit.
Let's start.
First you talk about "borrow checker issues" she's demonstrating in the OOO design. The point here was to illustrate the amount of coupling and "explosion" in size with this approach. The point was "OOO is probably not a good design paradigm for game dev". Then she continues how Rust surfaces this bad design paradigm much earlier than it would've happened in other languages/ecosystems. That's all.
More, what you call a custom allocator with tombstoning/generations are just things that exist with a lot of ECS implementations (regardless of language), and it's just become "tribal wisdom" at this point that this table-esque storage backend work really well with ECS (I dunno which one came first; older game devs might know more about ECS history/evolution than I do).
Also not sure what you mean by "that can fail in most of the typical ways and that she's gained nothing over the cpp implementation while wasting effort to force Rust into allowing her to do something really basic"... Maybe I misunderstand what you mean, but it sounds to me like you're comparing working with `Option` as being the same failure mode as working with `void`. That's just utterly ludicrous nonsense.
Her ECS implementation is... Well, it was made to fit inside a few slides for a 40-minute talk. So, yeah it's not great; there's plenty of small issues with it, but none of them are with Rust, or with ECS itself... Did you expect a production ready ECS library you can copy off of slides and use them in your next game, lol? If anything, her implementation has too much passing resemblance with what a C++ implementation would look like (which is something she's very familiar with and her starting point) than a Rust one. So, I'm just bewildered why this is the bone you decided to pick.
If you're interested in what a production-ish ECS implementation in Rust looks like, check out Amethyst's Legion or Bevy's ECS. Although, Bevy takes takes ECS a few... staircases (rather than steps) further with its own ECS. I really* encourage everyone to read up on Bevy's ECS and check out the unofficial Bevy cheatsheet book; I'm certain at leat UE game devs will know how to appreciate how beautiful and ergonomic the design is, but others should as well). Aside: her ECS implementation is still safer than most C/C++ implementations used in published games, but that's a bit besides the point since that's the borrow checker doing its job.
Anyway, the irony is that she much better explains the pitfalls of her own implementation details that you do and she also explains why they're "fine" sometimes. And it was kinda implied that it's fine (from what I remember) because it's no worse than what you end up doing in C++ or Java when implementing ECS, but at least it's safe in Rust. She acknowledges that there's probably better ways to do it.
Here's a few links on some of the stuff I mentioned:
- https://github.com/amethyst/legion
- https://bevyengine.org/learn/book/getting-started/ecs/
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New to Game Dev
Development on Amethyst (the engine) stopped, the Amethyst Foundation is now focusing on developing engine agnostic tools, like Legion and Distill
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What's the state of Legion ECS development at the end of 2021?
Though, Legion Github was not too active during this year, and with the recent shutdown repurpose of Amethyst Foundation its future looks even less promising.
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Why can't you have fields as traits in Rust?
Take a look at legion on how to compose data objects in Rust.
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rust ECS that can register new component types at runtime?
I'm trying to avoid that architecture even though that's the path of least resistance to work with existing ECS libs in rust.This discussion about FFI for legion touches on what I'm trying to accomplish. They use a u32 as a custom type ID to deal with the FFI boundary. The size param would be for each instance of that registered component, so the Vec wouldn't have knowledge of the size of each component (which might be 16 bytes for example). Ideally, components and systems defined in the scripting language are more 'first class' instead of scripts only being invoked by entities with a DynamicComponent. This discussion is very helpful btw, I appreciate your thoughts
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https://np.reddit.com/r/rust_gamedev/comments/pmvooc/bracketlib_a_few_discussion_items/hckui64/
In the end, I got something to work (also in issue 269):
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bracket-lib: a few discussion items
I ended up with my own, a bit ugly, code. I'll quote it here, because even deserializing a JSON into Legion components is not 100% trivial task. Someone else filed an issue 268 in Legion, I have filed another one too.
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Unity patents "Methods and apparatuses to improve [..] an Entity Component System (ECS)"
Bevy was introduced in 2020 and the patent was filed in 2018. I don't think any of the ECS mentioned predate the patent filing (looks like legion introduced this model in 2019), so it's not as derivative as it seems in the current landscape.
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4MB Jam - You have a month to make a game that fits into 4 Megabytes! (No theme)
I have been working on a game using Rust, SDL2 and Legion. I statically link SDL2, which mean that only the parts that I actually use gets included. Also i have been using the include_bytes to include my assets. This creates a single executable that is around 3mb (this is without compiler optimizing for size, it could go lower at the cost of runtime speed). Running (upx)https://github.com/upx/upx on it, it comes out to about 900kb.
Amethyst
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Improving upon Entity Component Systems, introducing DG-ECM!
Yep, we do this, it works great! We stole it from hecs and Amethyst before us. There's a nice write-up of the theory in the scheduler rework the team has been working on for the past few months.
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Rust vs Go for gamedev
Rust also has seemingly better libraries for the purpose. Both Bevy and Amethyst are available, and plenty more.
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Simplest way to get basic programmatic tile OR voxel graphics going?
Amethyst
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Rust Platformer - Part 1 - Bevy and ECS
I recently stumbled upon a short YouTube video of somebody building a roguelike game in Rust. From there, jumping from resource to resource, I ended up going through (part) of this massive (and awesome) tutorial by Herbert Wolverson about his Rust library bracket_lib. In this tutorial, Wolverson builds a roguelike game with colored text characters. After reading through, I felt like writing another type of game in Rust, so I looked at the available Rust game engines. The most popular, seems to be Amethyst, but it looks like they halted their development efforts. Second in line was Bevy. People are using it, support for Android and iOS is on the way, uses an ECS and have some usage examples: looks good.
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I'm a "low-level, terminal-only" kind of developer, completely new to the game dev world. I've been working on a 2D platformer in my spare time. Can you explain to me what I'm missing out on, by not using a "game engine"?
Depends on my goals. I year ago I wanted to learn rust, so I used piston for a gamejam. (There are several rust engines including bevy, piston, amethyst. They probably vary in quality, features, and constraints.) Piston was a terrible experience because compilation is slow even on that tiny project.
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Why I still like C and strongly dislike C++
And there's already a couple of surprisingly full-featured 3D engines already out there. Most notably Amethyst.
- Rust For GameDevs
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Rust, For GameDev
View on GitHub
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Rust servers is down
Is anyone having this problem? I can't connect to rocket.rs, actix.rs and amethyst.rs servers. I would play at https://tera.netlify.app/, but people out there is really toxic. I heard that Rust is getting an update while playing in a Rust server, just then rust server freezes and goes down.
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How to get started?
Or should I jump directly in one of the bigger engines like Amethyst, Bevy or other?
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
upx - UPX - the Ultimate Packer for eXecutables
rust-sdl2 - SDL2 bindings for Rust
roguelike - Turn based dungeon exploration
rust-sfml - SFML bindings for Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
rust - Rust for the xtensa architecture. Built in targets for the ESP32 and ESP8266
piston - A modular game engine written in Rust
raylib - A simple and easy-to-use library to enjoy videogames programming
specs - Specs - Parallel ECS