rapier
bevy
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rapier | bevy | |
---|---|---|
37 | 570 | |
3,430 | 31,701 | |
8.8% | 5.3% | |
8.1 | 9.9 | |
5 days ago | 4 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.
rapier
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What's everyone working on this week (22/2023)?
Still using Rust in a browser-based multiplayer party game I'm working on! I'm using Actix Web for the backend and rapier2d to handle my game's physics. I'm looking to make some more connections amongst the developer / gaming community through my game down the line.
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What libraries does Idris need to increase adoption?
Likewise, see the js bindings of Rapier.
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A Rust client library for interacting with Microsoft Airsim https://github.com/Sollimann/airsim-client
rapier
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Do you consider making a physics engine (for RL) worth it?
Not a direct answer to your question but have you taken a look at Rapier? It doesn't have GPU parallelization but it does have SIMD support and CPU parallelization.
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Open Source C++ Physics Libraries for Dedicated FPS Server?
Other than that, I've heard that Rapier is pretty good for networked games because it's easily serializable and deterministic across different hardwares. It's written in rust but you should be able to find / write bindings.
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Open-sourced fixed-point physics in Godot C#
Nice work! Small question: if your goal is to have deterministic behavior across platforms, couldn't you instead put effort into making deterministic floating point operations instead? Precision loss of fixed point arithmetic can be harsh. Speaking of cross platform deterministic FPA, the only project that I know making use of it is Rapier (https://rapier.rs/), I admit not having dug into it a lot though. I'd love to hear back from you!
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Build a simple 2D physics engine for JavaScript games
A rather more modern physics engine for JS games can be found at https://rapier.rs/. It's written in Rust, compiled to WASM, works for 2D and 3D, and it's fast (well, fast for JS anyway).
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Bevy's Second Birthday
In the short term, Rapier actually has an official Bevy Plugin that they maintain. It adds all of the features you mentioned. Check out their homepage for a feature overview: https://rapier.rs
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Hey Rustaceans! Got a question? Ask here! (31/2022)!
https://github.com/dimforge/rapier works in WASM, I think; and for graphics library I'd suggest Bevy, which also has a convenient integration plugin for Rapier (not sure if Bevy works / how could it work with Yew though).
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Threlte now has physics!
Threlte now has experimental support for the excellent rapier physics engine and provides easy to use components (like , ) and hooks to quickly get started. It's all neatly packed in a new package @threlte/rapier, check out the Getting Started Guide.
bevy
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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...
- 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.
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Northlight makes Alan Wake 2 shine
ECS architectures are used in a number of young open source game engines, such as Bevy[1]. I haven't done game development for a long time, but hearing about an architecture that does away with the heavy and complex OOP you often see in games makes me want to dip my toes in again and check it out.
- Bevy 0.12
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming
macroquad - Cross-platform game engine in Rust.
gdnative - Rust bindings for Godot 3
rust-sdl2 - SDL2 bindings for Rust
wgpu - Cross-platform, safe, pure-rust graphics api.