rend3
bevy_retro
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rend3 | bevy_retro | |
---|---|---|
14 | 5 | |
1,019 | 294 | |
2.7% | 1.4% | |
8.2 | 4.0 | |
28 days ago | 6 months ago | |
Rust | Rust | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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?
bevy_retro
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Many reasons to always read the LICENSE
https://github.com/katharostech/bevy_retrograde/blob/master/LICENSE.md section 6.2
- Katharostech/Bevy_retrograde Licensing Issue
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Dall-E 2
There are programming projects[1] out there that use licenses to prevent people from using projects in ways the authors don't agree with. You could also argue that GPL does the same thing (prevents people from using/distributing the software in the way they would like).
Whether you consider it moral doesn't seem relevant, only to respect the wishes of the author of such programs.
[1] https://github.com/katharostech/bevy_retrograde/blob/master/...
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yo guys, if you are an indie developer and you buy some 3d models what do you have to do with the licenses? do I have to include them in the game or something?
A "copyleft" licence such as GPL requires any software that uses it to also be licensed under GPL or equivalent. Then there's more esoteric licences such as Katharos.
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5 stages of cargo
speaking of, check the lisence on this bad boy: https://github.com/katharostech/bevy_retro
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
bevy_tilemap - Tilemap with chunks for the Bevy game engine.
wgpu - Cross-platform, safe, pure-rust graphics api.
bevy - A refreshingly simple data-driven game engine built in Rust
wgpu-practice
dalle-2-preview
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs
gpt-3 - GPT-3: Language Models are Few-Shot Learners
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)
community-events - Place where folks can contribute to 🤗 community events
OpenSubdiv - An Open-Source subdivision surface library.
dalle-mini - DALL·E Mini - Generate images from a text prompt