probe-rs
bevy
probe-rs | bevy | |
---|---|---|
11 | 574 | |
1,485 | 32,358 | |
3.4% | 2.0% | |
9.8 | 9.9 | |
1 day ago | 6 days ago | |
Rust | Rust | |
Apache License 2.0 | 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.
probe-rs
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Where my STM32 Rust compiler?
Want debugging capabilities with anything with an am st link/jtag/other compatible probe? https://probe.rs/
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174 dependencies to get the temperature. Still worth it
/uj The SVG usage looks to be in a visualisation helper. Maybe ought to be a separate module, but I've seen worse.
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probe-rs 0.13.0 is out! 🎉
There is a command to list supported chips for *flashing* in all our CLI tools. Furthermore https://github.com/probe-rs/probe-rs/tree/master/probe-rs/targets contains all targets for which we support *flashing*.
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Oxide on My Wrist: Hubris on PineTime was the best worst idea
Under the hood, cargo-embed, knurling's probe-run, and Humility are all built atop probe-rs (https://probe.rs/) to provide debugging - I think in this case it's actually a great example of cooperation between projects! Probe-rs has received PRs from both Knurling and Oxide devs; it provides the common interface to use various types of debug hardware and talk to various types of microcontroller cores, essentially replacing OpenOCD.
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Rust on M1 What experience?
Ryzen 3700X, 3200Mhz DDR4 tower builds http://probe.rs in 1m47s with fans fully spinning. M1 Pro: zero noise, 1m21s. Ryzen 3950X is on par with the M1 Pro. Actual speed difference will very much depend on your actual workload. Compiling for aarch64 apparently is more efficient than for amd64. Which is why compiling for you locally gives much more speed benefit than some generic benchmarks would indicate :) Also, you cannot forget that I can easily work for 10hrs on my MBP M1 Pro with rust-analyzer and frequent compiles running. You can forget that with any other suggested "on par" notebook. They will drain your battery instantly. Also, with the same thermal mass, other laptop builds will go into throttling much faster, which will lead to slower effective speed. XPS laptops and old macbooks know this issue very well :)
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Async Rust vs RTOS showdown! - Spoiler: Rust is faster!
Anyone who fancies doing some coding for fun should have a go at an embedded project using rust's tools. Not just embassy, but the PACs, the HALs, probe-rs (probe-rs is bonkers good), and the community on matrix. My bet is on rust embedded seeing huge growth in the next few years.
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C Is Not a Low-level Language: Your computer is not a fast PDP-11.
probe-rs (embedded debugging toolkit for ARM and RISC-V which is supposed to be used in place of the above if you code with it as it aims to fully replace the GDB portion of the stack for Rust embedded development)
- Doing M1 MacBook Pro (M1 Max, 64GB) Compile Benchmarks!
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We finally released 0.11.0 of probe-rs! 🎉
cargo install --git https://github.com/probe-rs/probe-rs probe-rs-debugger
bevy
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Voronoi, Manhattan, random
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.
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Web Game Engines and Libraries
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.
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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 Gameâ„¢ 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
What are some alternatives?
cargo-embed - a cargo extension for working with microcontrollers
Amethyst - Data-oriented and data-driven game engine written in Rust
rust-getting-started - Develop Rust Apps in Kubernetes with Okteto
Godot - Godot Engine – Multi-platform 2D and 3D game engine
rvemu - RISC-V emulator for CLI and Web written in Rust with WebAssembly. It supports xv6 and Linux (ongoing).
Fyrox - 3D and 2D game engine written in Rust
pyOCD - Open source Python library for programming and debugging Arm Cortex-M microcontrollers
piston - A modular game engine written in Rust
www.rust-lang.org - The home of the Rust website
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]
specs - Specs - Parallel ECS