rfcs VS bevy

Compare rfcs vs bevy and see what are their differences.

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rfcs bevy
666 573
5,685 32,210
1.1% 3.8%
9.7 9.9
6 days ago 2 days ago
Markdown Rust
Apache License 2.0 MIT OR Apache-2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

rfcs

Posts with mentions or reviews of rfcs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-25.
  • Ask HN: What April Fools jokes have you noticed this year?
    1 project | news.ycombinator.com | 1 Apr 2024
    RFC: Add large language models to Rust

    https://github.com/rust-lang/rfcs/pull/3603

  • Rust to add large language models to the standard library
    1 project | news.ycombinator.com | 1 Apr 2024
  • Why does Rust choose not to provide `for` comprehensions?
    1 project | news.ycombinator.com | 11 Mar 2024
    Man, SO and family has really gone downhill. That top answer is absolutely terrible. In fact, if you care, you can literally look at the RFC discussion here to see the actual debate: https://github.com/rust-lang/rfcs/pull/582

    Basically, `for x in y` is kind of redundant, already sorta-kinda supported by itertools, and there's also a ton of macros that sorta-kinda do it already. It would just be language bloat at this point.

    Literally has nothing to do with memory management.

  • Coroutines in C
    4 projects | news.ycombinator.com | 25 Feb 2024
  • Uv: Python Packaging in Rust
    9 projects | news.ycombinator.com | 15 Feb 2024
    Congrats!

    > Similarly, uv does not yet generate a platform-agnostic lockfile. This matches pip-tools, but differs from Poetry and PDM, making uv a better fit for projects built around the pip and pip-tools workflows.

    Do you expect to make the higher level workflow independent of requirements.txt / support a platform-agnostic lockfile? Being attached to Rye makes me think "no".

    Without being platform agnostic, to me this is dead-on-arrival and unable to meet the "Cargo for Python" aim.

    > uv supports alternate resolution strategies. By default, uv follows the standard Python dependency resolution strategy of preferring the latest compatible version of each package. But by passing --resolution=lowest, library authors can test their packages against the lowest-compatible version of their dependencies. (This is similar to Go's Minimal version selection.)

    > uv allows for resolutions against arbitrary target Python versions. While pip and pip-tools always resolve against the currently-installed Python version (generating, e.g., a Python 3.12-compatible resolution when running under Python 3.12), uv accepts a --python-version parameter, enabling you to generate, e.g., Python 3.7-compatible resolutions even when running under newer versions.

    This is great to see though!

    I can understand it being a flag on these lower level, directly invoked dependency resolution operations.

    While you aren't onto the higher level operations yet, I think it'd be useful to see if there is any cross-ecosystem learning we can do for my MSRV RFC: https://github.com/rust-lang/rfcs/pull/3537

    How are you handling pre-releases in you resolution? Unsure how much of that is specified in PEPs. Its something that Cargo is weak in today but we're slowly improving.

  • RFC: Rust Has Provenance
    3 projects | news.ycombinator.com | 31 Jan 2024
  • The bane of my existence: Supporting both async and sync code in Rust
    4 projects | news.ycombinator.com | 19 Jan 2024
    In the early days of Rust there was a debate about whether to support "green threads" and in doing that require runtime support. It was actually implemented and included for a time but it creates problems when trying to do library or embedded code. At the time Go for example chose to go that route, and it was both nice (goroutines are nice to write and well supported) and expensive (effectively requires GC etc). I don't remember the details but there is a Rust RFC from when they removed green threads:

    https://github.com/rust-lang/rfcs/blob/0806be4f282144cfcd55b...

  • Why stdout is faster than stderr?
    2 projects | news.ycombinator.com | 10 Jan 2024
    I did some more digging. By RFC 899, I believe Alex Crichton meant PR 899 in this repo:

    https://github.com/rust-lang/rfcs/pull/899

    Still, no real discussion of why unbuffered stderr.

  • Go: What We Got Right, What We Got Wrong
    22 projects | news.ycombinator.com | 4 Jan 2024
  • Ask HN: What's the fastest programming language with a large standard library?
    9 projects | news.ycombinator.com | 26 Dec 2023
    Rust has had a stable SIMD vector API[1] for a long time. But, it's architecture specific. The portable API[2] isn't stable yet, but you probably can't use the portable API for some of the more exotic uses of SIMD anyway. Indeed, that's true in .NET's case too[3].

    Rust does all this SIMD too. It just isn't in the standard library. But the regex crate does it. Indeed, this is where .NET got its SIMD approach for multiple substring search from in the first place[4]. ;-)

    You're right that Rust's standard library is conservatively vectorized though[5]. The main thing blocking this isn't the lack of SIMD availability. It's more about how the standard library is internally structured, and the fact that things like substring search are not actually defined in `std` directly, but rather, in `core`. There are plans to fix this[6].

    [1]: https://doc.rust-lang.org/std/arch/index.html

    [2]: https://doc.rust-lang.org/std/simd/index.html

    [3]: https://github.com/dotnet/runtime/blob/72fae0073b35a404f03c3...

    [4]: https://github.com/dotnet/runtime/pull/88394#issuecomment-16...

    [5]: https://github.com/BurntSushi/memchr#why-is-the-standard-lib...

    [6]: https://github.com/rust-lang/rfcs/pull/3469

bevy

Posts with mentions or reviews of bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-23.
  • Web Game Engines and Libraries
    5 projects | news.ycombinator.com | 23 Apr 2024
    Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/

    Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.

  • 3D and 2D: Testing out my cross-platform graphics engine
    17 projects | news.ycombinator.com | 2 Apr 2024
    I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.

    WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.

    Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.

    That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.

    (I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)

  • What Are Const Generics and How Are They Used in Rust?
    3 projects | dev.to | 25 Mar 2024
    I was working through an example in the repo for the Bevy game engine recently and came across this code
  • WebAssembly Playground
    9 projects | news.ycombinator.com | 4 Feb 2024
    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-...

  • Immediate Mode GUI Programming
    15 projects | news.ycombinator.com | 15 Jan 2024
    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
    6 projects | news.ycombinator.com | 15 Jan 2024
  • ECS, Finally
    4 projects | news.ycombinator.com | 30 Dec 2023
    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

  • Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
    13 projects | news.ycombinator.com | 14 Dec 2023
    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...

  • Trying to write a game with mods loaded at runtime
    1 project | /r/bevy | 10 Dec 2023
    This is the API you need: https://github.com/bevyengine/bevy/pull/9774
  • Not only Unity...
    53 projects | /r/opensourcegames | 11 Nov 2023

What are some alternatives?

When comparing rfcs and bevy you can also consider the following projects:

rust - Empowering everyone to build reliable and efficient software.

Amethyst - Data-oriented and data-driven game engine written in Rust

bubblewrap - Low-level unprivileged sandboxing tool used by Flatpak and similar projects

Godot - Godot Engine – Multi-platform 2D and 3D game engine

crates.io - The Rust package registry

Fyrox - 3D and 2D game engine written in Rust

polonius - Defines the Rust borrow checker.

piston - A modular game engine written in Rust

Rust-for-Linux - Adding support for the Rust language to the Linux kernel.

RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]

rust-gc - Simple tracing (mark and sweep) garbage collector for Rust

specs - Specs - Parallel ECS