mold VS bevy

Compare mold vs bevy and see what are their differences.

mold

Mold: A Modern Linker 🦠 (by rui314)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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mold bevy
179 574
13,340 32,358
- 2.0%
9.7 9.9
about 21 hours ago 6 days 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.

mold

Posts with mentions or reviews of mold. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-08-25.
  • I reduced (incremental) Rust compile times by up to 40%
    1 project | news.ycombinator.com | 19 Mar 2024
    I think this is unlikely to gain traction. I say that no to discourage you, just to explain.

    - The community has an instinctive distrust of closed source or a compiler from an untrusted source. If you’re familiar with the Trusting Trust attack you’ll understand why.

    - Dev tools in every language ecosystem are almost always free, unless they involve some kind of hosting. People aren’t used to opening their wallets. Look the experience of the guy who built the mold linker(https://github.com/rui314/mold). Far superior to the state of art, improves incremental compiles a lot, widely applicable across ecosystems (C, C++, Rust), CPU architectures and Operating Systems. You don’t even have to modify your compiler, just need to point to his linker. He’s even giving it away for free for personal use. But still, almost no one uses it. The inertia of the established options is really high.

    - It’s not complex enough. Think about the complexity involved in the cranelift backend. No one can seriously recreate the efforts of bjorn3. If we could have, we would have. But the idea idea here can be recreated, especially by the experts who already built incremental compilation into rustc.

    - But if your solution is truly complex, like the parallel frontend, the burden of maintaining a fork would be too high. You’d have to spend all your time rebasing.

    Again I’m not trying to discourage you, just stating the difficulties of making a business in the dev tools space. You would be better off contributing this excellent work to the community and trying a different tack.

  • Mold Course
    1 project | news.ycombinator.com | 6 Dec 2023
    I initially thought this would be about the mold linker (https://github.com/rui314/mold)
  • Monetizing Developer Tools
    3 projects | news.ycombinator.com | 25 Aug 2023
    I assume this submission is trying to highlight the specific message (2023-01-24) : https://github.com/rui314/mold/issues/190#issuecomment-14028...

    Fyi... the author wrote a more expansive blog post about selling dev tools a few months later (2023-06-06) and there was a related HN thread about it: https://news.ycombinator.com/item?id=36225016

  • mold 2.1.0 - rui314/mold
    1 project | /r/linux | 15 Aug 2023
    Loongson's LoongArch CPU has been supported. (03b1a1c)
  • Mold 2.0.0
    1 project | /r/hypeurls | 29 Jul 2023
    4 projects | news.ycombinator.com | 26 Jul 2023
    I'm amazed at how quickly the author responds to requests: https://github.com/rui314/mold/issues/1057

    From the report to the fix in less than two days.

    I'm not sure how competitive it will be with lld, especially if we consider ThinLTO (which takes multiple minutes on 64-core machine) - it can make the advantages of mold insignificant.

  • Mold 2.0 released - MIT license
    1 project | /r/cpp | 28 Jul 2023
  • Linking many files significantly increases build time. Is there an editor that allows you to write a single file but present the file to the screen as multiple 'virtual' files for better organization?
    1 project | /r/cpp | 28 Jun 2023
    What other solutions have you tried for the problem of slow linking? You haven't even said which linker and what flags you're using. I haven't actually tried it, but the author of gold has an even faster linker called mold: https://github.com/rui314/mold
  • Design and Implementation of the Mold Linker
    1 project | news.ycombinator.com | 8 Jun 2023
  • Apple's new library format combines the best of dynamic and static
    2 projects | news.ycombinator.com | 7 Jun 2023
    > Mold did it first, though: https://github.com/rui314/mold

    Before LLD?

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 mold and bevy you can also consider the following projects:

zld - A faster version of Apple's linker

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

wasmtime - A fast and secure runtime for WebAssembly

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

osxcross - Mac OS X cross toolchain for Linux, FreeBSD, OpenBSD and Android (Termux)

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

zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.

piston - A modular game engine written in Rust

chibicc - A small C compiler

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

sccache - Sccache is a ccache-like tool. It is used as a compiler wrapper and avoids compilation when possible. Sccache has the capability to utilize caching in remote storage environments, including various cloud storage options, or alternatively, in local storage.

specs - Specs - Parallel ECS