lucet VS specs

Compare lucet vs specs and see what are their differences.

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lucet specs
5 13
4,061 2,396
- 0.8%
6.6 7.2
about 2 years ago 3 months ago
Rust Rust
Apache License 2.0 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.

lucet

Posts with mentions or reviews of lucet. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-10.

specs

Posts with mentions or reviews of specs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-02.
  • Why ECS pattern is popular in Rust?
    4 projects | /r/rust | 2 Jul 2023
    The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
  • Ecs fundamentally at odds with borrow checker.
    2 projects | /r/rust_gamedev | 10 Sep 2022
    specs
  • Veloren is releasing 0.13!
    4 projects | /r/rust | 23 Jul 2022
    The official 3d rendering client uses a custom engine called Voxygen. They use Specs for logic.
  • How are rust devs doing?
    10 projects | /r/GraphicsProgramming | 17 Jul 2022
    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.
  • Programming a Rogue-Like with Rust
    9 projects | news.ycombinator.com | 12 Jul 2022
    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?

    [0] https://specs.amethyst.rs/

  • Bellclone: a simple 2D game about jumping
    2 projects | /r/rust | 17 Sep 2021
    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.
  • There are a *lot* of actor framework projects on Cargo.
    17 projects | /r/rust | 1 May 2021
    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).
  • Actor model (with time?)
    3 projects | /r/rust | 11 Mar 2021
    You could also look at Entity Component Systems. Something like specs.
  • Why isn't Godot an ECS-based game engine?
    6 projects | news.ycombinator.com | 27 Feb 2021
    If you are making a game, instead of a game engine, you can have your cake and eat it too -

    https://godot-rust.github.io/

    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.

  • μECS - a tiny and fast ECS library
    4 projects | /r/javascript | 20 Feb 2021
    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?

When comparing lucet and specs you can also consider the following projects:

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

Crayon - A small, portable and extensible game framework written in Rust.

piston - A modular game engine written in Rust

entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]

Celeste - Celeste Bugs & Issue Tracker + some Source Code

lunatic - The Lunatic VM [Moved to: https://github.com/lunatic-solutions/lunatic]

genact - 🌀 A nonsense activity generator

async-std - Async version of the Rust standard library

Celluloid - Actor-based concurrent object framework for Ruby