magnum VS bevy

Compare magnum vs bevy and see what are their differences.

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magnum bevy
22 574
4,664 32,358
- 2.0%
9.6 9.9
10 days ago 6 days ago
C++ Rust
GNU General Public License v3.0 or later MIT OR Apache-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.

magnum

Posts with mentions or reviews of magnum. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-09.
  • Want to a 3D game without a game engine but not having to deal with opengl stuff ?
    4 projects | /r/gamedev | 9 Dec 2022
    Magnum
  • Good graphics engines to visualize my physics framework?
    5 projects | /r/gamedev | 14 Nov 2022
    If you want something that gives you more control you could use magnum.
  • 100,000 subscriber celebration – Ask the Godot contributors anything!
    22 projects | /r/godot | 1 Nov 2022
    Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
  • Looking for a 2D/3D rendering layer for C++
    3 projects | /r/gamedev | 23 Aug 2022
    Magnum is worth checking out.
  • Simple light graphics library for c++?
    7 projects | /r/gamedev | 14 Aug 2022
    Since you want something lightweight, I'll assume you mean the former. If that's the case, then checkout bgfx or Magnum. Magnum does include some extra features typically found in a graphics engine.
  • Best C++ libraries for 2D game development
    2 projects | /r/cpp | 24 Jul 2022
    You could try Magnum it wraps SDL and others, but you might find it maybe too low-level. It's certainly not Love2D.
  • Exceptions: Yes or No?
    4 projects | /r/cpp | 4 Jul 2022
    C++ is similar to C in that there are multiple "styles" of use that vary from project to project. Other, usually newer languages (C#, Python, Rust, etc) tend to have a stronger sense of what idioms should be used. Whereas, for instance, some C++ projects (like some GUI libraries and game/graphics engines) will partially/entirely replace the STL (and older ones may have been around before C++ had a standard library aside from C's), or forbid the use of certain C++ features (example).
  • What is a good absolutely minimalist game/rendering engine?
    7 projects | /r/gamedev | 17 Jun 2022
    Magnum Graphics
  • C++ Game Engine - Which framework?
    1 project | /r/cpp | 6 May 2022
  • Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
    6 projects | news.ycombinator.com | 23 Apr 2022
    > He has Vulkan support in here with a clearly marked file named Pipeline.cpp. The guy knows what a pipeline is...

    There is a Vulkan API wrapper. However, there is no "Vk Renderer" -- no code seems to use the Vulkan parts of the code system, and the two projects seem unrelated.

    > * Is this not a UBO interface?

    There are ways of making a uniform buffer, however the examples don't cover them and the API doesn't adapt automatically. See how all of the setters assert if UBOs are enabled.

    https://github.com/mosra/magnum/blob/cfc02599e54e02337dd56bb...

    > * I don't see why you think there's limited support for multiple framebuffers...?

    The code I do see is about binding/unbinding framebuffers in a stateful manner, e.g. AbstractFramebuffer::bind(), rather than supporting passes.

    > None of your criticism seem well intentioned. It might behoove you to give people the benefit of the doubt and realize that you may be able to learn something from them, even if they're so clearly inferior to you.

    To put it simply, I've taught enough graphics to know first-hand the kinds of misconceptions that OpenGL-styled APIs can cause, and I'm just a bit tired to see it continue. Admittedly I was a bit harsh, I don't mean any harm towards the author. There are just graphics APIs with interfaces I consider to be much better designed.

bevy

Posts with mentions or reviews of bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-26.
  • Voronoi, Manhattan, random
    6 projects | dev.to | 26 Apr 2024
    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.
  • Web Game Engines and Libraries
    5 projects | news.ycombinator.com | 23 Apr 2024
    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.

  • 3D and 2D: Testing out my cross-platform graphics engine
    17 projects | news.ycombinator.com | 2 Apr 2024
    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)

  • What Are Const Generics and How Are They Used in Rust?
    3 projects | dev.to | 25 Mar 2024
    I was working through an example in the repo for the Bevy game engine recently and came across this code
  • WebAssembly Playground
    9 projects | news.ycombinator.com | 4 Feb 2024
    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-...

  • Immediate Mode GUI Programming
    15 projects | news.ycombinator.com | 15 Jan 2024
    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
    6 projects | news.ycombinator.com | 15 Jan 2024
  • ECS, Finally
    4 projects | news.ycombinator.com | 30 Dec 2023
    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

  • Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
    13 projects | news.ycombinator.com | 14 Dec 2023
    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...

  • Trying to write a game with mods loaded at runtime
    1 project | /r/bevy | 10 Dec 2023
    This is the API you need: https://github.com/bevyengine/bevy/pull/9774

What are some alternatives?

When comparing magnum and bevy you can also consider the following projects:

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

Amethyst - Data-oriented and data-driven game engine written in Rust

Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)

Godot - Godot Engine – Multi-platform 2D and 3D game engine

OpenSceneGraph - OpenSceneGraph git repository

Fyrox - 3D and 2D game engine written in Rust

GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input

piston - A modular game engine written in Rust

Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.

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

urho3d - Game engine

specs - Specs - Parallel ECS