protocol
specs
protocol | specs | |
---|---|---|
1 | 13 | |
22 | 2,418 | |
- | 1.2% | |
1.8 | 6.4 | |
over 2 years ago | 2 days ago | |
JavaScript | Rust | |
MIT License | Apache License 2.0 |
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protocol
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There are a *lot* of actor framework projects on Cargo.
Here is the protocol I implemented in rust: https://github.com/moleculer-framework/protocol
specs
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Why ECS pattern is popular in Rust?
The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
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Want to learn how to make games with Rust and the Bevy game engine? Now is a great time to jump in with the recently released Bevy version 0.10. I created a Bevy 0.10 beginner tutorial video series for those looking to learn and join our game dev community!
Instead, I'm using now the specs Library. It's a pure ECS library and much less powerful, without any visualization capabilities, but its works for me :)
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Is implementing an ECS in rust a bad idea for a beginner project?
writing an ECS is defined a challenging project, no matter the language or if you're a beginner. although it is entirely possible to write one in Rust, check out specs and bevy_ecs for examples.
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Ecs fundamentally at odds with borrow checker.
specs
- Goggles - A specs-derived DIY library for doing ECS
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Veloren is releasing 0.13!
The official 3d rendering client uses a custom engine called Voxygen. They use Specs for logic.
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How are rust devs doing?
Rust has a delightful ECS library, specs, that I absolutely love. It has safe multi-threaded execution built right in, which is fantastic for the pretty parallelizable work I was doing. Concurrency in C++ is nasty business on the best of days, and I've run into so many nasty bugs with the custom system I've had to build out to fit the web's weird threading model.
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Programming a Rogue-Like with Rust
Man, this Specs [0] library is so strange to me, coming from a Unity background. Is there some sort of comparison as to why one way is better than the other?
[0] https://specs.amethyst.rs/
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Bellclone: a simple 2D game about jumping
Hi everyone - I just picked up one of my long-unfinished side project built with Rust and would like to show it to you here. It's a clone of the famous(?) Winterbells game. It's written entirely in Rust and uses OpenGL and an entity-component-system architecture ([the `specs` crate](https://crates.io/crates/specs)) (still learning), no game engine.
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There are a *lot* of actor framework projects on Cargo.
Wait did the person at your company write specs or something else because they weren't pleased with it? I don't know much about amethyst and vaguely know about entity component systems but I watched a talk on someone making a game with amethyst and was pretty impressed -- it looked thoroughly approachable and I do not doubt the performance is there (since the whole reason you do ECS is performance).
What are some alternatives?
uppercut - Small and simple actor model implementation.
bevy - A refreshingly simple data-driven game engine built in Rust
gleam - ⭐️ A friendly language for building type-safe, scalable systems!
Amethyst - Data-oriented and data-driven game engine written in Rust
Akka - Build highly concurrent, distributed, and resilient message-driven applications on the JVM
ggez - Rust library to create a Good Game Easily
lucet - Lucet, the Sandboxing WebAssembly Compiler.
Crayon - A small, portable and extensible game framework written in Rust.
ponyarchive - A wrapper for libarchive for Pony
piston - A modular game engine written in Rust
spxp-specs - Protocol Specifications
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]