poly-match
gdnative
poly-match | gdnative | |
---|---|---|
6 | 93 | |
31 | 3,569 | |
- | 0.6% | |
2.3 | 7.2 | |
28 days ago | about 1 month ago | |
Python | Rust | |
Apache License 2.0 | MIT License |
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
-
Improving Interoperability Between Rust and C++
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
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
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
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
The article links to a full implementation, so you should be able to test this.
gdnative
- Can someone explain how exactly are multiple languages supported in a single game engine
- Will rust ever become a first class citizen in Godot?
-
Non web-based crossplatform GUI frameworks focused on security
It's a little less standard use, but Godot has been used to build application guis, which could be paired with rust bindings to implement app logic. I can't speak to reproducibility/scalability, but Godot's ui is extremely solid, and I'd probably choose that over Bevy until Bevy's ui progress matures.
-
What is Rust's potential in game development?
Adding onto this, I successfully written a game in Godot using gdnative / gdext. I started with a split approach using gdscript and rust for CPU intensive but found that the API layer was slow at transferring large amounts of data (serialization?). I ended up rewriting it in all rust and it worked like a charm. I was able to target native and web assembly, the web assembly was much slower but worked on the browser.
-
Why is it so difficult to learn to use Bevy?
Check this: https://github.com/tomuxmon/bevy_roguelike if you are still into bevy. Scheduling is a bit bork and I have not found time to port it to latest bevy. But most of the systems should work fine(if used on latest bevy). But again. If you want faster result go with something like Godot. In fact, just go with Godot. It is mature, easy to start, no lock in(free and MIT license), a lot of learning material. Also with Godot you can also use Rust https://godot-rust.github.io/. Ditch Unity (do not have time to explain 😅). Have fun!
-
GDScript is fine
Bevy Godot-Rust
-
Rust – Are We Game Yet?
> Same for Godot.
While likely true that it's "Unlikely to ever be as supported" as the 4 officially supported languages[0] ("GDScript, C#, and, via its GDExtension technology, C and C++."), Godot's GDExtension technology is specifically intended for use in adding support for other languages.
The most relevant tracking issue for Rust is presumably:
* <https://github.com/godot-rust/gdnative/issues/824>
Which links to:
* <https://github.com/godot-rust/gdextension>
[0] https://docs.godotengine.org/en/4.0/getting_started/step_by_...
-
OK so whose gonna tell them
...Godot v3.x has Rust support via godot-rust and Godot v4.0 is released as of this month?
-
Godot 4.0 is out
I was curious, and looked it up. Nothing built in, but there's an interesting project that works with godot: https://godot-rust.github.io/
-
There's the Rust Player still going wrong subreddit?
There's people working on it: https://godot-rust.github.io/
What are some alternatives?
jnumpy - Writing Python C extensions in Julia within 5 minutes.
bevy - A refreshingly simple data-driven game engine built 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)
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
truffleruby - A high performance implementation of the Ruby programming language, built on GraalVM.
macroquad - Cross-platform game engine in Rust.
birthday-book-app - Rust in Anger: high-performance web applications
wgpu - A cross-platform, safe, pure-Rust graphics API.
PythonCall.jl - Python and Julia in harmony.
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.