render-bench
Ambient
render-bench | Ambient | |
---|---|---|
2 | 23 | |
4 | 3,728 | |
- | 1.0% | |
6.6 | 9.9 | |
8 days ago | 4 months ago | |
Rust | Rust | |
GNU Lesser General Public License v3.0 only | 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.
render-bench
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We're not really game yet.
render-bench -- scene update performance test fixture. This exercise rend3->wgpu->vulkan. It draws a city of identical buildings, then, from a second thread, periodically deletes half of them and re-creates them. If the stack is performing as intended, the updates from the second thread should not impact the frame rate from the main thread. But due to lock problems at the WGPU level, the frame time goes from 16ms to 700ms when the update happens.
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?
jpeg2000-decoder - Decodes JPEG 2000 images in a subprocess, for safety