RG3D
bevy
RG3D | bevy | |
---|---|---|
40 | 593 | |
3,193 | 38,474 | |
- | 2.1% | |
9.8 | 10.0 | |
about 3 years ago | 1 day ago | |
Rust | Rust | |
MIT License | MIT OR Apache-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.
RG3D
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5 Rust game engines to consider for your next project
Fyrox is a production-ready engine with extensive documentation and resources that focuses on 2D and 3D rendering. To use the Fyrox engine, add the following line to your Cargo.toml:
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Is there a way to use piston with wasm?
rg3d has recently added web support.
- RG3D Engine 0.24 is out with major improvements in 2D support, physics, user interface, performance, and more...
- rg3d 0.24 Feature Highlights - first-class 2D games support, physics, user interface, resource management improvements, guide book and more!
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Game engines favouring a programming-heavy approach?
Rg3d, written in Rust: https://rg3d.rs
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Is it reasonable to build beautiful-responsive-complex frontends in Rust web frameworks with minimal html css javascript knowledge?
Maybe bevy plus egui? I have never used wasm or bevy though. rg3d apparently supports wasm, too, and includes its own GUI lib (but it's hard to customize the rg3d gui, as far as I can tell).
- I know that rust is still a growing ecosystem but I want to know if there are any rust game engines.
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Rust in Linux, AoT Compiler in React
some game engines https://github.com/PistonDevelopers https://www.libhunt.com/l/rust/topic/game-engine https://github.com/rg3dengine/rg3d https://medium.com/pragmatic-programmers/game-development-with-rust-31147f7b6096
- [Media] rg3d live coding session #3 - curves and curve editor
bevy
- The "No Clear Winner" Era of Federated Microblogging
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Show HN: Rust Vector and Quaternion Lib
bevy_math also uses glam, re-exported in the prelude: https://github.com/bevyengine/bevy/blob/cc69fdd0c63ea79fda4f...
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Exploring Rust: A Rubyist's Perspective
Since my project is built with Bevy, understanding its core concepts was very important. Bevy's entity-component-system (ECS) architecture makes game development modular and efficient, allowing for highly decoupled systems.
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Three-nanite: Unreal Nanite in Three.js
Not a very impressive example yet, it's mainly there for our CI system[1] to ensure that no one accidentally breaks the meshlet feature, but there is an example you can run to get a basic idea of the feature.
You can download Bevy https://github.com/bevyengine/bevy, and run `cargo run --release --examples meshlet --features meshlet`. After it compiles you'll get prompted to download a bunny.meshlet_mesh file. Click the link to download and create and place it in the appropriate folder, and then run the example again.
There's also this video from the Bevy 0.14 release notes demonstrating it, but performance/quality has improved a _lot_ since then: https://bevyengine.org/news/bevy-0-14/many_bunnies.mp4
[1]: https://thebevyflock.github.io/bevy-example-runner
- Zig; what I think after months of using it
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DeepSeek: X2 Speed for WASM with SIMD
Here, give it a shot - I'm at work so I can't try again right now, but last I did was use claude+context, chatGPT 4o with just chatting, Copilot in Neovim, and Aider w/ claude + uploading all the files as context.
I even went so far as to grab relevant examples from https://github.com/bevyengine/bevy/tree/latest/examples#exam... , adding relevant ones as I saw fit.
It took a long time to get anything that would compile, way longer than just reading + doing, and it was eventually wrong anyway. This is a recurring issue with Rust, and I'd love a workaround since I spend 60+h/week writing it. Probably a skill issue.
https://gist.github.com/jodavaho/8fb042fab33c1aaa95cd67144da...
- Drag and Drop Images into Bevy 0.15 on the web
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The Color of Noise – The Witness (2014)
I was looking through the source code for Bevy's Screen-Space-Ambient-Occlusion (SSAO) implementation and noticed they are using blue noise as well:
https://github.com/bevyengine/bevy/blob/56d559102858d4ce8a5b...
That link takes you to this shadertoy:
https://www.shadertoy.com/view/3tB3z3
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Bevy 0.15 released
Ah yeah pipeline compilation is a very non-trivial problem[1]. Unreal is also struggling with this a lot. I hear you that it's an issue.
The Bevy issue you want to follow is https://github.com/bevyengine/bevy/issues/10871.
[1]: https://therealmjp.github.io/posts/shader-permutations-part1 + https://therealmjp.github.io/posts/shader-permutations-part2
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What's Next for WebGPU
It's partly because WebGPU has very conservative default texture limits so that they can support old mobile devices, and partly it's a problem for engines that may have a bunch of different bindings and have increasingly hacky workarounds to compile different variants with only the enabled features so that you don't blow past texture limits.
For an idea of bevy's default view and PBR material bidnings, see:
* https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...
* https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr...
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
narg - A tool to generate LC/AP formulas for a given seed in Noita.
piston - A modular game engine written in Rust
gdnative - Rust bindings for Godot 3
Godot - Godot Engine – Multi-platform 2D and 3D game engine