mach
bun
mach | bun | |
---|---|---|
36 | 288 | |
2,787 | 70,679 | |
2.5% | 2.2% | |
9.7 | 10.0 | |
12 days ago | 4 days ago | |
Zig | Zig | |
GNU General Public License v3.0 or later | - |
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.
mach
-
Zig Software Foundation 2024 Financial Report and Fundraiser
Myself and many others are betting on Zig in major ways, I truly think it has a bright future ahead.
In spare time, myself and a few others are working on a game engine in Zig[0], and the Zig core team has been very receptive to addressing issues our project faces and supporting us.
Others are working on pixel art editors[1], open source 2D RPG games[2], there's a group of independent folks working on a 3D massive immersive sim game[3], a group working on making Zig an amazing language for micro-controllers[4], etc.
Please consider donating $5-10 a month to the ZSF! They are a great group of people, and it has so many knock-on effects for others in the FOSS community. :)
[0] https://machengine.org/
[1] https://github.com/foxnne/pixi
[2] https://github.com/foxnne/aftersun
[3] https://github.com/Srekel/tides-of-revival
[4] https://github.com/ZigEmbeddedGroup
-
DevDocs
I don't know if there's anything better than a zip. For our website[0] which includes a bunch of docs for our game engine, Zig packages, etc. we just offer a link "offline version of this site" in the footer which is an ~80MB zip file.
I think the challenge with zip files is.. do you want all the images? do you want all versions of the docs, or just a specific version of the docs? It's hard to tailor the zip to the user's desire. But zip still seems to be the best.
[0] https://machengine.org/
- Not only Unity...
- Mach - Zig game engine & graphics toolkit
-
New Béziers from Math
Cool to see others working on this problem. I hope more people do.
Funnily I've seen a lot of programmers and math folks who express how truly, genuinely beautiful Beziers and the math behind them are. But I've never met an artist or graphic designer who didn't express some deep frustration at Bezier controls and how hard they are to work with.
There are even games[0] which make a mockery out of how hard Bezier controls are to use, where the game is purely using the controls.
Controls are just one side of the problem, in my view; the other side is that cubics are terrible for GPUs, they don't understand them - and I believe many of the best 2D graphics libraries today are not even fully GPU accelerated, e.g. Skia. There are folks working on compute shader-based approaches, where we try to shoe-horn this CPU-focused algorithm into GPUs and pray - but it still isn't really suitable.
The controls suck for artists, and the math sucks for GPUs. This is only true of cubics, if you restrict yourself to quadratics (although that brings other challenges), both the control issue goes away (you can just click+drag the curve!) and the performance issue goes away (quadratics are triangles, GPUs love them)
That's the summary of the talk[1] I gave at SYCL'22. In that talk, I didn't have time to present the downsides of quadratics (which are real) - so if you watch it please keep that in mind - but my overall point I think is a solid one: the controls suck, and GPUs can't handle them.
The only reason we stick with cubics in its current form is because of SVG, compatibility with existing tooling, etc. But isn't it crazy? We have new bitmap image formats all the time, and so few vector graphics formats.
In Mach engine[2] we're continuing to explore this space, end-to-end, from author tooling -> format -> rendering. I'm not claiming we have a perfect solution, we don't, but we're at least thinking about this problem. Kudos to the authors of this article for thinking about this space as well.
[0] https://bezier.method.ac/
[1] https://www.youtube.com/watch?v=QTybQ-5MlrE
[2] https://machengine.org
-
0.11.0 Release Notes
A game engine https://machengine.org is being written in zig, there's also https://microzig.tech as zig is well suited to embedded development.
-
Significant examples of Zig software (June 2023)?
https://github.com/hexops/mach (shameless plug)
-
Learn WebGPU
Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.
WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.
[1] https://github.com/hexops/mach-examples
[2] https://github.com/hexops/mach#supported-zig-version
-
Zig for gamedev?
We're building Mach which aims to be competitive with Unity/Unreal/Godot in spriti, but super modular / let you pick and choose which parts to use or build yourself.
-
Mach (Zig) Adventures - Part 1
git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d
bun
-
Node Test Runner vs Bun Test Runner (with TypeScript and ESM)
It has a decent compatibility with both Jest and Vitest's APIs (you can track progress here so you can use it as almost a drop-in replacement for either. Just as Node's, it has describe/it, mock, test and others, but with the expect syntax (which I find more readable). For example:
-
SPA-Like Navigation Preserving Web Component State
In this third and final article in the series on HTML Streaming, we will explore the practical implementation of the Diff DOM Streaming library in web browsing. This approach will allow any website using web components to retain its state during browsing. We will discuss in detail how to achieve this step by step using VanillaJS and Bun.
-
React Server Components Example with Next.js
At Node Conference 2023, Jarred Sumner (creator of Bun) showed a demo of server components in Bun, so there is at least partial support in that ecosystem. The Bun repo provides bun-plugin-server-components as the official plugin for server components. And while I haven’t looked at it in-depth, Marz claims to be a “React Server Components Framework for Bun”.
- Bun – A fast all-in-one JavaScript runtime
-
From Node to Bun: A New Dawn for JavaScript Engines?
Continuously evolving, Bun is currently optimized for MacOS and Linux, with ongoing efforts towards Windows compatibility. Tailored for resource-constrained environments like serverless functions, it emerges as an ideal solution. The Bun team is committed to achieving comprehensive Node.js compatibility and seamless integration with prevalent frameworks. For those intrigued by Bun's potential and want to give it a try, more information is available on its website at https://bun.sh/.
-
Bun - The One Tool for All Your JavaScript/Typescript Project's Needs?
Let’s say you are interested in learning more about Bun and probably give it a try. Bun has a website, where you can learn more about Bun and its features (including all the benchmark data captured in this issue), and here is the link.
-
Bun 1.1
Looks like it, it seems the 2% are mostly odd platform specific issues that the authors' did not deem very important (my assumption for the release happening anyway). AFAIK this[1] PR tries to fix them.
[1]: https://github.com/oven-sh/bun/pull/9729
-
Bun-ify Your Project
Bun has a solution for it. First of all, it already has a list of trusted dependencies. For them, Bun will execute all necessary scripts by default. Otherwise, you can add it to trustedDependecies in your package.json file. In Bun community usage of trustedDependencies is a hot topic. There are several suggestions on how to improve it.
-
I have created a small anti-depression script
Install Node.js (or Bun, or Deno, or whatever JS runtime you prefer) if it's not there
-
JSR: The JavaScript Registry
I think maybe I was unclear. I'm talking about writing libraries that abstract across these differences and provide a single API, as sibling describes. I already know it's possible. I made a simple filesystem abstraction here[0] and a very simple HTTP library that uses it here[1]. They both work in Node/Deno and the browser. Unfortunately I ran into issues with Bun's slice implementation[2]. But I suspect there's a much better way of detecting and using the different backends.
[0]: https://github.com/waygate-io/fs-js
[1]: https://github.com/waygate-io/http-js
[2]: https://github.com/oven-sh/bun/issues/7057
What are some alternatives?
SDL.zig - A shallow wrapper around SDL that provides object API and error handling
vite - Next generation frontend tooling. It's fast!
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
GORM - The fantastic ORM library for Golang, aims to be developer friendly
quickjs-emscripten - Safely execute untrusted Javascript in your Javascript, and execute synchronous code that uses async functions
nvm - Node Version Manager - POSIX-compliant bash script to manage multiple active node.js versions
zigstr - Zigstr is a UTF-8 string type for Zig programs.
fastify - Fast and low overhead web framework, for Node.js
arocc - A C compiler written in Zig.
go-pg - Golang ORM with focus on PostgreSQL features and performance
mach-glfw-vulkan-example - mach-glfw Vulkan example
deno - A modern runtime for JavaScript and TypeScript.