metalang99 VS bevy

Compare metalang99 vs bevy and see what are their differences.

Our great sponsors
  • WorkOS - The modern identity platform for B2B SaaS
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • SaaSHub - Software Alternatives and Reviews
metalang99 bevy
42 574
768 32,358
- 4.3%
3.7 9.9
24 days ago about 23 hours ago
C Rust
MIT License 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.

metalang99

Posts with mentions or reviews of metalang99. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-09-30.
  • How to convert an enum to string in C++
    4 projects | news.ycombinator.com | 30 Sep 2023
    There are also other approaches. Macro variants making use of `__VA_ARGS__` would be probably the best trade-off. If you want a slightly more ergonomic syntax, something like Metalang99 [1] will help (and the author even wrote a post about this exact subject [2]). Codegen is another option which may work better than other options depending on the situation and exact implementation strategy. And there is always the Reflection TS [3], which may or may not be incorporated to C++26...

    [1] https://github.com/Hirrolot/metalang99

    [2] https://hirrolot.github.io/posts/pretty-printable-enumeratio...

    [3] https://en.cppreference.com/w/cpp/experimental/reflect

  • Few lesser known tricks, quirks and features of C
    2 projects | /r/programming | 20 Feb 2023
    I went down the rabbit hole with C99 metaprogramming after reading through the list. For reference: https://metalang99.readthedocs.io/en/latest/, https://github.com/Hirrolot/metalang99
  • Boost:Unordered_flat_map
    2 projects | news.ycombinator.com | 19 Nov 2022
    Honestly I have to disagree. There is nothing particularly special about what Super Template Tetris(STT) is doing.

    At its core, template metaprogramming is just functional programming at compile time. STT is just a template and a runtime function which do the following:

    1, take an input via compile time flag (the `-D DIRECTION`)

    2. take a type input from an included header file containing the current state (`#include "current_game.h"`)

    3. via functional programming, compute the results of a single step of the game.

    4. specialise a single function using the results of step 3. this function prints the computed result to the screen and the computed game state to a file (`./current_game.h`).

    5. gcc/clang exits. compilation is complete.

    6. call the compiled binary.

    7. the binary runs the specialised function and prints the outputs.

    Sure it's fucky and you shouldn't do that in production but what sane individual is writing a piece of code that at runtime (after compiling) seeks out one of its own source files and modifies that file?

    To prevent this from being possible you'd have to remove runtime file IO from the language. The other potential solutions wouldn't work:

    1. Remove templates entirely: Still would be possible using https://github.com/Hirrolot/metalang99 which solely uses the preprocessor. Given that the pre-processor is literally just term substitution(a glorified copy/paste engine), if you removed that as well, you'd have to accept no form of metaprogramming at all.

    2. Remove the ability to #include other files: Could still be done by doing everything inline. `#include` is just copy-paste anyways so it's more an abstraction than anything else to the compiler and preprocessor, it's basically the same as if all the code was pasted into the same file.

    That leaves you with removing file IO. Without IO a programming language is basically useless, particularly as a systems programming language.

  • What does the ??!??! operator do in C?
    2 projects | news.ycombinator.com | 5 Oct 2022
  • Metalang99: Full-blown preprocessor metaprogramming for C/C++
    1 project | /r/cpp_instruments | 9 Aug 2022
  • Learning HTML was too hard so I made a compiler instead
    1 project | /r/programmingcirclejerk | 30 Jun 2022
    P.S. I wrote Metalang99 BTW.
  • How did you choose the name for your programming language?
    7 projects | /r/ProgrammingLanguages | 6 Jun 2022
    Metalang99, a metalanguage for C99. Simple :)
  • Rust is hard, or: The misery of mainstream programming
    9 projects | /r/rust | 2 Jun 2022
    Just wait until you see some other things by the same author, like https://github.com/Hirrolot/metalang99
  • Conditional preprocessor macro, anyone?
    3 projects | /r/C_Programming | 27 Apr 2022
    I did get a few great responses there as well, though. One was a link to this impressive piece of work: https://github.com/Hirrolot/metalang99/blob/master/examples/lambda_calculus.c
  • What are the minimal changes required to turn C into a functional programming language?
    1 project | /r/functionalprogramming | 18 Apr 2022
    Some preprocessor nonsense: https://github.com/Hirrolot/metalang99/blob/master/examples/lambda_calculus.c

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 metalang99 and bevy you can also consider the following projects:

Windows11DragAndDropToTaskbarFix - "Windows 11 Drag & Drop to the Taskbar (Fix)" fixes the missing "Drag & Drop to the Taskbar" support in Windows 11. It works with the new Windows 11 taskbar and does not require nasty changes like UndockingDisabled or restoration of the classic taskbar.

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

monkeytype - The most customizable typing website with a minimalistic design and a ton of features. Test yourself in various modes, track your progress and improve your speed.

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

porth

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

map-macro - A recursive C preprocessor macro which performs an operation on each element of a list

piston - A modular game engine written in Rust

libexpat - :herb: Fast streaming XML parser written in C99 with >90% test coverage; moved from SourceForge to GitHub

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

5d-diplomacy-with-multiverse-time-travel - 5D Diplomacy With Multiverse Time Travel

specs - Specs - Parallel ECS