mirrord
bevy
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mirrord | bevy | |
---|---|---|
78 | 572 | |
3,372 | 32,060 | |
3.4% | 3.4% | |
9.6 | 9.9 | |
5 days ago | 3 days ago | |
Rust | Rust | |
MIT License | MIT OR Apache-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.
mirrord
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The Traffic Police 🚨 - Controlling outgoing traffic with mirrord
Here is a quick start guide link. Want to talk to an actual human? Then hop in our Discord (no chatbots here, I promise). Prefer more asynchronous communication? Open up an issue or a discussion on GitHub. We love feedback, don’t be shy!
So, you've been using mirrord to simplify your development process (if you haven’t, go here!). Naturally, you want the traffic from the app you're debugging to go through the cluster environment, so your app can communicate with its clustery pals. There is a problem though: your latest change adds some new columns to the database, and you don’t want to modify the database in the cluster and affect everyone else working on it. You do have a local instance of the database that you can modify, so your app can use that, but you still want it to talk to all the other components in the cluster. So what now? The new outgoing traffic filter feature is here to solve exactly this type of problem!
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mirrord VS gefyra - a user suggested alternative
2 projects | 3 Oct 2023
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Projects to contribute to?
if you are interested in k8s, iptables, hooking libc, asm etc https://github.com/metalbear-co/mirrord
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What's everyone working on this week (23/2023)?
Finished working on medschool, which is a tool to extract Rust docs into a markdown file. Still very rough around the edges and produces a markdown that is probably only useful for our own project. We want to maybe expand this to be more generally useful later (hoping that there is interest in the community for such a tool).
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The mirrord IntelliJ plugin now also supports node.js!
Turns out supporting node.js in IntelliJ plugins is not as easy as you would expect (mostly because the extension point we are extending is not documented. With documentation this could have been simple), but we did it! I'm the JetBrains fan of the team, so I'm happy we're extending our support for IntelliJ. You can now run and debug node.js applications with the mirrord IntelliJ plugin. mirrord let's you run your application locally, but with one foot in your kubernetes cluster, and it's open source. This is what it looks like:
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mirrord on IntelliJ now supports node.js!
In version 3.39.0 of the mirrord plugin for IntelliJ we added support for running and debugging node.js applications from IntelliJ with mirrord. This was quite a challenge as JetBrains' SDK for that is closed source, undocumented, and was recently changed, but at the end we managed to extend our plugin's support to node.js. Here is a gif of what it looks like:
You can read about mirrord on our website or on GitHub, since it's open source.
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In a gitops world, what does your team do to reduce cycle time for devs?
We use https://github.com/metalbear-co/mirrord to run changes in the context of the cloud environment without actually deploying thus eliminating most of the testing/debugging time
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Local Development with hot reloading, what does your team do?
I'm biased but we develop https://github.com/metalbear-co/mirrord so you can just run the process locally in the context of the remote cluster - be it a locally kind cluster or a cloud provided one.
bevy
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3D and 2D: Testing out my cross-platform graphics engine
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)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
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-...
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Immediate Mode GUI Programming
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
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ECS, Finally
I've also been enjoying building My First Gameâ„¢ 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
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
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...
- Not only Unity...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming
macroquad - Cross-platform game engine in Rust.
gdnative - Rust bindings for Godot 3
rust-sdl2 - SDL2 bindings for Rust
wgpu - Cross-platform, safe, pure-rust graphics api.