rust-ecosystem
oxidator
rust-ecosystem | oxidator | |
---|---|---|
10 | 1 | |
890 | 304 | |
0.7% | - | |
5.5 | 0.0 | |
7 months ago | about 1 year ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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.
rust-ecosystem
-
Rust GPU Transitions to Community Ownership
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
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
-
Rust – Are We Game Yet?
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?
- More use of Rust is inevitable in open source software
- How I got involved in the Rust community
-
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 ?
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?
Next generation uses Rust https://github.com/EmbarkStudios/rust-ecosystem
- Embark Rust Ecosystem
oxidator
-
Why haven't the community created an open-source version of this game?
Seems like someone has been working on something similar.
What are some alternatives?
downlords-faf-client - Official client for Forged Alliance Forever
rx - 👾 Modern and minimalist pixel editor
gdextension - Rust bindings for Godot 4 [Moved to: https://github.com/godot-rust/gdext]
sqlite3-ocaml - OCaml bindings to the SQLite3 database
wg - Coordination repository of the Game Development Working Group
gdnative - Rust bindings for Godot 3
JoltPhysics - A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.
unreal-rust - Rust integration for Unreal Engine 5
rustc-perf - Website for graphing performance of rustc
wg - Coordination repository of the embedded devices Working Group
feather - A Minecraft server implementation in Rust