rend3
macroquad
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rend3 | macroquad | |
---|---|---|
14 | 56 | |
1,005 | 2,704 | |
3.0% | - | |
8.2 | 7.8 | |
11 days ago | 17 days 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...
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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!
- Is there an easy wrapper for wgpu?
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Simple crate for 3d rendering and transforms
I may be a little biased, but I'd recommend Rend3. Once you have the boilerplate code, adding a new shape is as easy as
macroquad
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Deploying your Rust WASM Game to Web with Shuttle & Axum
See the macroquad docs for full details on building a WASM game.
- Not only Unity...
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HELP: Unique ID's starting at 0 for each Type, advancing by one.
There were even discussions about deprecating static mut. Even if you think you got it right, there are too many things that might go wrong, like aliasing. For example, macroquad needs a complete rewrite because of their static mut.
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Learning project - board game Yinsh using macroquad
It's based on macroquad and you can play the wasm version here: https://unvirtual.github.io/yinsh-rs/
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I love rust, I have a pet peeve with the community
The reality is that I have used unsafe that is also unsound out of convenience because fixing it is a papercut too many. And this tends to be common! I know enough to spot unsoundness in other projects (sometimes even early). But not enough to be confident in my own abilities to write sound unsafe code. Why? Because it's really flipping hard, that's why!
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Limitations of wasm for a small board game?
Given that you are making a game, you might want to consider using a game framework such as https://github.com/not-fl3/macroquad/.Macroquad has full support for WASM, and will allow you to render your game both locally and in the browser via WASM depending on how you compile it.
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2D game with barebone graphics library
Compare the basic examples to draw a simple shape like a triangle in wgpu (https://github.com/gfx-rs/wgpu/blob/master/wgpu/examples/hello-triangle/main.rs), and in macroquad (https://github.com/not-fl3/macroquad/blob/master/examples/basic_shapes.rs).
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C++'s smaller cleaner language
Comparing raylib to bevy is like comparing a scooter to a sports car. They're not particularly comparable in functionality or design. If you want a fairer comparison, see macroquad.
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Fish Folk: Jumpy v0.5 – completed MVP of Bevy rewrite
Macroquad. https://github.com/not-fl3/macroquad
- SDL2 vs Winit/Pixels/CPAL/etc. Is going "native" really worth it?
What are some alternatives?
miniquad - Cross platform rendering in Rust
bevy - A refreshingly simple data-driven game engine built in Rust
ggez - Rust library to create a Good Game Easily
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
raylib - A simple and easy-to-use library to enjoy videogames programming
gdnative - Rust bindings for Godot 3
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
nakama - Distributed server for social and realtime games and apps.
nannou - A Creative Coding Framework for Rust.
vulkano-examples - Examples of using vulkano
wgpu - Cross-platform, safe, pure-rust graphics api.
piston - A modular game engine written in Rust