poly-match VS bevy

Compare poly-match vs bevy and see what are their differences.

poly-match

Source for the "Making Python 100x faster with less than 100 lines of Rust" blog post (by ohadravid)

bevy

A refreshingly simple data-driven game engine built in Rust (by bevyengine)
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poly-match bevy
6 574
31 32,489
- 2.4%
2.3 9.9
29 days ago 6 days ago
Python Rust
Apache License 2.0 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.

poly-match

Posts with mentions or reviews of poly-match. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-05.
  • Improving Interoperability Between Rust and C++
    7 projects | news.ycombinator.com | 5 Feb 2024
    Not my experience at all. At work we rewrote a small bit of hotspot python in Rust with no issues. This was what we primarily followed: https://ohadravid.github.io/posts/2023-03-rusty-python/
  • How to convince my boss that Rust is usable
    2 projects | /r/rust | 15 Jun 2023
    Take at look at this example, it still uses Python as an interface to Rust code. Maybe you can do something similar to still achieve performance improvements without changing the entire codebase.
  • GDScript is fine
    4 projects | /r/godot | 7 Apr 2023
    People are probably downvoting because it's needlessly hyperbolic and argumentative. Nobody is saying that python isn't faster to iterate with, but they're arguing that it would take months to get negligable performance gains in a lower level language, meanwhile here is a recent post from a company that increased the execution of they're python code by 100x with less than 100 lines of Rust. They also claim that nobody cares if something runs a few milliseconds faster, when we're talking about game dev, where games are frequently judged on how many milliseconds it takes to run game logic between frames.
  • Making Python 100x faster with less than 100 lines of Rust
    21 projects | news.ycombinator.com | 29 Mar 2023
    Semi Vectorized code:

    https://github.com/ohadravid/poly-match/blob/main/poly_match...

    Expecting Python engineers unable to read defacto standard numpy code but meanwhile expect everyone can read Rust.....

    Not to mention that the semi-vectorized code is still suboptimal. Too many for loops despite the author clearly know they can all be vectorized.

    For example instead the author can just write something like:

       np.argmin(
  • Blog Post: Making Python 100x faster with less than 100 lines of Rust
    4 projects | /r/rust | 29 Mar 2023
    The article links to a full implementation, so you should be able to test this.

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 poly-match and bevy you can also consider the following projects:

jnumpy - Writing Python C extensions in Julia within 5 minutes.

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

gopy - gopy generates a CPython extension module from a go package.

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

StaticCompiler.jl - Compiles Julia code to a standalone library (experimental)

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

truffleruby - A high performance implementation of the Ruby programming language, built on GraalVM.

piston - A modular game engine written in Rust

birthday-book-app - Rust in Anger: high-performance web applications

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

PythonCall.jl - Python and Julia in harmony.

specs - Specs - Parallel ECS