rust-ecosystem VS rx

Compare rust-ecosystem vs rx and see what are their differences.

rust-ecosystem

Rust wants & tracking for Embark 🦀 (by EmbarkStudios)
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rust-ecosystem rx
10 1
890 3,155
0.7% -
5.5 3.7
7 months ago 10 months ago
Rust Rust
Apache License 2.0 GNU General Public License v3.0 only
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rust-ecosystem

Posts with mentions or reviews of rust-ecosystem. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-06-24.
  • Rust GPU Transitions to Community Ownership
    1 project | news.ycombinator.com | 22 Aug 2024
    It looks like they're still actively maintaining a bunch of rust crates, and they're still developing Wim (their blobby Roblox competitor written in rust).

    They have pulled back from the rust ecosystem quite a bit though since repi (their former CTO) left shortly after The Finals released. They stopped all their FOSS sponsorships, and there was [this PR](https://github.com/EmbarkStudios/rust-ecosystem/commit/61f0e...) which definitely doesn't inspire confidence.

  • Homegrown Rendering with Rust
    2 projects | news.ycombinator.com | 24 Jun 2024
    Notice the (2021).

    Read the change in which Embark's CTO backs off from Rust.[1] They were building their own rendering ecosystem, but seem to have backed off from that.

    The mainstream Rust 3D ecosystem just isn't good enough yet. I've brought this up before.

    The core crate for 3D is WGPU. This is a layer which tries to cover Vulkan, Metal, OpenGL, DX12, Android, and WebGPU targets. It works, but there are performance compromises to support all those different targets. Supporting web and Android means giving up some parallelism on desktop.

    The main alternative to WGPU is Vulkano, and MoltenVK, which is an adapter for Apple's Metal. (Apple just had to Think Different, which is why many games are not ported to MacOS.) It's OK, but it's really just a subset of Vulkan on top. Same parallelism problem, although not for any essential reason.

    All those offer a Vulkan-type API, which is rather low level. The caller has to manage GPU memory and scheduling. For that, there's Bevy, which is a whole game engine framework. Good work has been done in Bevy, but it's a framework, so you do it their way or not at all. There's Rend3, which is just a crate to manage memory and scheduling. I use that. It's been abandoned. I may have to take up maintaining that.

    Nobody is pushing these towards maximum performance and quality. Nobody has a good modern big-world 3D shooter on these stacks.

    All this stuff works fine if you're doing simple scenes. If you're pushing towards, say, the level of a 10 year old AAA title, it's not there. Modern Unreal Engine, not even close.

    Not enough money behind it.

    [1] https://github.com/EmbarkStudios/rust-ecosystem/commit/61f0e...

  • 3 years of fulltime Rust game development, and why we're leaving Rust behind
    21 projects | news.ycombinator.com | 26 Apr 2024
  • Rust – Are We Game Yet?
    15 projects | news.ycombinator.com | 16 Mar 2023
    These are issues that I'm aware of that are "tracking" the status of Rust on console:

    * <https://github.com/rust-gamedev/wg/issues/90>

    * <https://github.com/EmbarkStudios/rust-ecosystem/issues/18>

    I say scare quote tracking because due to the nature of console NDAs it's unlikely you'll see much if any useful details in an open public forum.

    The issues aren't dissimilar to those facing Godot (although it has the benefit it's able to use existing C++ compilers) and the project has previously outlined some of the issues involved:

    * <https://docs.godotengine.org/en/4.0/tutorials/platform/conso...>

    * <https://godotengine.org/article/godot-consoles-all-you-need-...>

    The current "solution" seems to be console-related development activity occurring via the recently established W4 Games (https://w4games.com/2023/02/28/godot-support-for-consoles-is...) but that's obviously never going to be openly developed without console platform approval (same as any other game engine).

  • Useful Clippy lint rules outside of defaults?
    1 project | /r/rust | 1 Jan 2023
  • More use of Rust is inevitable in open source software
    2 projects | news.ycombinator.com | 29 Dec 2022
  • How I got involved in the Rust community
    7 projects | news.ycombinator.com | 9 Dec 2022
  • What's the advantages of Rust over C/C++ today ? Is it possible to create the best 3d engine in Rust or a AAA game like Elden Ring, FF7 remake, GTA etc with it ? If it's possible why it asn't been done yet ?
    4 projects | /r/rust_gamedev | 20 Sep 2022
    Some companies are betting on Rust, like Embark Studio (though I'm not sure their next big game, ARC Raiders, is actually fully based on Rust... but it will come !)
  • Why haven't the community created an open-source version of this game?
    3 projects | /r/supremecommander | 15 Feb 2021
    Next generation uses Rust https://github.com/EmbarkStudios/rust-ecosystem
  • Embark Rust Ecosystem
    1 project | news.ycombinator.com | 7 Feb 2021

rx

Posts with mentions or reviews of rx. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing rust-ecosystem and rx you can also consider the following projects:

downlords-faf-client - Official client for Forged Alliance Forever

hotline - A high-performance, hot-reload graphics engine.

gdextension - Rust bindings for Godot 4 [Moved to: https://github.com/godot-rust/gdext]

rgx - Modern mid-level 2D graphics library

sqlite3-ocaml - OCaml bindings to the SQLite3 database

video2ascii - Yet another video to ASCII animation (in Rust)

oxidator - RTS game/engine in Rust and WebGPU

yakui - yakui is a declarative Rust UI library for games

wg - Coordination repository of the Game Development Working Group

bevy_retro - Plugin pack for making 2D games with Bevy

gdnative - Rust bindings for Godot 3

rendy - State of the art "build your own engine" kit powered by gfx-hal

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