lucet
DISCONTINUED
specs
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lucet | specs | |
---|---|---|
4 | 12 | |
4,061 | 2,249 | |
- | 0.5% | |
6.6 | 6.2 | |
about 1 year ago | 1 day ago | |
Rust | Rust | |
Apache License 2.0 | 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.
lucet
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A Look at Performance in Wasmtime and Cranelift
The bytecode alliance had the lucet project which would be an OS executing WASM application, enabling very strict sandboxing.
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Your python 4 dream list.
References for anyone following: wasmtime Lucet
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There are a *lot* of actor framework projects on Cargo.
I guess lucet could be an under-layer for this but it's not really the same, different levels of the stack. Fascinating.
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Writing Rust the Elixir way
I also want to use this opportunity to say a big thank you to the teams working on Rust, Wasmer, Wasmtime, Lucet and waSCC. It would be impossible to build Lunatic without all the hard work put into this projects.
specs
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Ecs fundamentally at odds with borrow checker.
specs
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Veloren is releasing 0.13!
The official 3d rendering client uses a custom engine called Voxygen. They use Specs for logic.
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How are rust devs doing?
Rust has a delightful ECS library, specs, that I absolutely love. It has safe multi-threaded execution built right in, which is fantastic for the pretty parallelizable work I was doing. Concurrency in C++ is nasty business on the best of days, and I've run into so many nasty bugs with the custom system I've had to build out to fit the web's weird threading model.
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Programming a Rogue-Like with Rust
Man, this Specs [0] library is so strange to me, coming from a Unity background. Is there some sort of comparison as to why one way is better than the other?
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Bellclone: a simple 2D game about jumping
Hi everyone - I just picked up one of my long-unfinished side project built with Rust and would like to show it to you here. It's a clone of the famous(?) Winterbells game. It's written entirely in Rust and uses OpenGL and an entity-component-system architecture ([the `specs` crate](https://crates.io/crates/specs)) (still learning), no game engine.
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There are a *lot* of actor framework projects on Cargo.
Wait did the person at your company write specs or something else because they weren't pleased with it? I don't know much about amethyst and vaguely know about entity component systems but I watched a talk on someone making a game with amethyst and was pretty impressed -- it looked thoroughly approachable and I do not doubt the performance is there (since the whole reason you do ECS is performance).
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Actor model (with time?)
You could also look at Entity Component Systems. Something like specs.
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Why isn't Godot an ECS-based game engine?
If you are making a game, instead of a game engine, you can have your cake and eat it too -
Allows you to pair Rust with Godot comfortably via gdnative.
Then use one of the good ECS systems in Rust like -
https://github.com/amethyst/specs
or (archetype style ECS)
https://github.com/amethyst/legion
To get spun up on ECS in Rust I suggest -
http://bfnightly.bracketproductions.com/rustbook/chapter_0.h...
This won't get you a godot project but will get you a basic concepted game you can then port into godot-rust.
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μECS - a tiny and fast ECS library
Fair enough on leaving parts up to other code instead of the library. I started my ECS with the idea of optimized storage (eg hash maps for sparse components) and indexing (which is why formal Not helps a lot, but indeed Maybe is only sugar for less code). I really liked this Rust ECS which also does parallelization, which makes it important for the ECS to also know which order the systems execute in, and their dependencies on each other (something I started doing but never finished): https://github.com/amethyst/specs
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
Amethyst - Data-oriented and data-driven game engine written in Rust
ggez - Rust library to create a Good Game Easily
piston - A modular game engine written in Rust
Crayon - A small, portable and extensible game framework written in Rust.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
Celeste - Celeste Bugs & Issue Tracker + some Source Code
actix - Actor framework for Rust.
lunatic - The Lunatic VM [Moved to: https://github.com/lunatic-solutions/lunatic]
Pinky - An NES emulator written in Rust
specs-blit - 🤹 2D sprite rendering extension for the specs ECS system