rend3
Ambient
rend3 | Ambient | |
---|---|---|
14 | 23 | |
1,021 | 3,728 | |
1.4% | 1.0% | |
8.0 | 9.9 | |
9 days ago | 4 months ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 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.
rend3
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Meta Releases Intermediate Graphics Library
The WGPU people are still working through lock conflicts in that area. The idea with Vulkan land is that you should be able to load content while rendering is in progress. For that to be useful, all the layers above Vulkan also have to have their locking problems hammered out. Most open source game engines don't do that yet. Unreal Engine and Unity do, which is why you pay for them for your AAA title.
[1] https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/exa...
[2] https://github.com/BVE-Reborn/rend3/blob/trunk/examples/scen...
[3] https://video.hardlimit.com/w/sFPkECUxRUSxbKXRkCmjJK
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Is bevy the best option for a Rust based game engine (long term)?
The big problem I have with bevy here is that they seem to be very much against bevy being reusable across the ecosystem. Every feature has to be bevyfied into an ECS thing. There's no way one can use bevy_input for input handling outside of bevy, or bevy_audio for audio, or bevy_render to get a 3d renderer like https://rend3.rs/. The Rust ecosystem would've been so much better off if bevy wasn't creating a walled garden and draining insane amounts of effort just for itself, but say instead used rend3 for its rendering, so that other efforts in rust gamedev didn't have to reimplement everything from scratch.
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NANOVOID Devlog #1: Lua Scripting
We have our own engine. There aren't really full engines available in the Rust ecosystem. Bevy attempts to fill this, but it's far from being feature complete. There's also https://fyrox.rs/, but that's also work in progress. There's also https://rend3.rs/ which is just a 3d renderer, so you'll need to build the rest of the engine yourself.
- Really frustrated. [Warning: Bit of a negative rant]
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We're still not game, but there has been progress. A progress report.
That's been fixed. It was one of those things where a complicated workaround for Rust's ownership rules, one that required maintaining internal consistency between multiple tables, was inconsistent.
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We're not really game yet.
Rend3 crashes The library's internal memory allocator for GPU objects is losing objects and panicking. This seems to be a race condition that comes up once you get past displaying static scenes and start having moving objects. Rend3 has one overworked main developer. If you're qualified to work on GPU-level stuff, which I am not, that project could use help.
- Ambient: The Multiplayer Game Engine
- Learn WGPU updated to 0.15!
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Which graphics crate do you use?
I personally use Rend3, ability to use WGPU to make my own render effects, but I still get to build my own engine around it, although I'm waiting for the vertex-pulling branch to be merged before I really get going
- Is there an easy wrapper for wgpu?
Ambient
- FLaNK Stack Weekly 09 Oct 2023
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Show HN: Ambient, a multiplayer game engine and platform using WASM/WebGPU/Rust
Hi, this is Kuba from Ambient team, I work on Ambient backend.
The servers in question are part of the main Ambient application [0]. The server part is open-source just like the rest of the engine. You can start your own server using native build of Ambient (check cli help for `ambient serve`).
As for the orchestration and creating servers on demand, we are using Kubernetes and Agones [1]. Both of them are open too. We just have a thin API server that receives requests that a server is needed, checks if there's already one running and if not it uses Agones to allocate one.
[0]: https://github.com/AmbientRun/Ambient
- How do I run multiple "game rooms" in Bevy / Renet / Rapier on the server?
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Bevy and WebGPU
Intriguing development! It's quite refreshing to witness Bevy hopping onto the WebGPU bandwagon. I can't help but wonder about the complexity involved in transitioning an existing codebase from WebGL to WebGPU in such a compressed timeline.
On a similar note, Ambient (https://github.com/AmbientRun/Ambient) has been on my radar for their utilization of WebGPU, though they seemingly lack a tangible web demo. Anyone have any insights or comparisons to share?
- Ambient 0.2 – Multiplayer games and apps with Rust, WebAssembly and WebGPU
- Ambient – The Rust Multiplayer Game Engine Releases 0.2
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Ambient 0.2: multiplayer UI, sound, clientside WASM, and more
- Finally, our UI framework, Ambient UI, can now be used from guest code. Combined with our networking and ECS, this unlocks an exciting new capability: multiplayer UI!
In the blog post, we walk through the creation of a basic multiplayer beat sequencer using these features. We're excited to see what else the community can cook up :)
- Download: <https://github.com/AmbientRun/Ambient/releases/tag/v0.2.0>
Download: https://github.com/AmbientRun/Ambient/releases/tag/v0.2.0
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Does anyone here work in gamedev with Rust as their primary language?
I work on Ambient, an open-source platform for streamed[1] multiplayer games written entirely in Rust. We're a Swedish startup that supports remote and we're hiring for self-starters - if you think you can flourish in a startup environment, feel free to apply!
What are some alternatives?
wgpu-text - 📜A simple 2D text renderer for wgpu📜 > is a wrapper over glyph-brush for easier text rendering in wgpu > inspired by similar to wgpu_glyph
jpeg2000-decoder - Decodes JPEG 2000 images in a subprocess, for safety
wgpu - Cross-platform, safe, pure-rust graphics api.
ui-mock
bevy_retro - Plugin pack for making 2D games with Bevy
renet - Server/Client network library for multiplayer games with authentication and connection management made with Rust
wgpu-practice
bevy - A refreshingly simple data-driven game engine built in Rust
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)
openjpeg - Official repository of the OpenJPEG project