phpBB
bevy
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phpBB | bevy | |
---|---|---|
60 | 572 | |
1,778 | 32,210 | |
0.9% | 3.8% | |
9.7 | 9.9 | |
5 days ago | about 22 hours ago | |
PHP | Rust | |
GNU General Public License v3.0 only | 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.
phpBB
- InVision design collaboration services shutdown
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How to Create a Discussion Forum Using PHP and MySQL?
phpBB (https://www.phpbb.com/) phpBB, short for "PHP Bulletin Board," is a popular open-source forum software written in PHP scripting language.
- Screw reddit, let's remake digg v4
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If Reddit dies…where does Xbiking go?
We go old school baby 😎. A 90s solution for 90s bikes.
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[meta] Post-blackout update
Explore going extremely old school with your own phpBB community. Can't enshittify a forum that exists outside of time and space!
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Got forum pages and the mobile site working. New theme too! Some people already have early access.
No. It’s based on phpBB.
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Ask HN: Forum Software Similar to Reddit?
I have not tried this one, but Postmill [1] is similar to HN and phpBB [2] is an off the shelf forum platform with incredible moderator capabilities but I think an add-on is required for voting.
[1] - https://gitlab.com/postmill/Postmill
[2] - https://www.phpbb.com/
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Update from Lemmy after the Reddit blackout
Just like this is a phpBB forum: https://forum.ubuntu-it.org/ and this is the software behind it: https://www.phpbb.com/
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Reddit CEO slams protesters, says he'll change moderator rules
Boop
- PhpBB
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 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
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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...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- 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?
Oxwall
Amethyst - Data-oriented and data-driven game engine written in Rust
MyBB - MyBB is a free and open source forum software.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Discourse - A platform for community discussion. Free, open, simple.
Fyrox - 3D and 2D game engine written in Rust
FluxBB - FluxBB is a fast, light, user-friendly forum application for your website.
piston - A modular game engine written in Rust
nodeBB - Node.js based forum software built for the modern web
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Simple Machines Forum - Simple Machines Forum — SMF in short — is free and open-source community forum software, delivering professional grade features in a package that allows you to set up your own online community within minutes!
specs - Specs - Parallel ECS