rust-ecosystem VS wg

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

rust-ecosystem

Rust wants & tracking for Embark 🦀 (by EmbarkStudios)

wg

Coordination repository of the Game Development Working Group (by rust-gamedev)
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rust-ecosystem wg
10 7
890 515
0.7% 1.7%
5.5 3.6
7 months ago over 3 years ago
Rust
Apache License 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.

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

wg

Posts with mentions or reviews of wg. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-16.
  • 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).

  • I want to make a game that’s compatible with Nintendo switch.
    2 projects | /r/rust_gamedev | 23 Jan 2023
    If as me (I am not using Rust to make commercial games yet, though), you accept that you won't be attempting to port itself to a console and let some third-party do it for you, you'll discover that there is already some discussion about it, people already managed to get it working on major consoles, but so far there are no publisher or other company officially doing port of Rust games.
  • Kind of quiet. So, my wishlist
    2 projects | /r/rust_gamedev | 18 Nov 2022
    A fast, Rust, JPEG 2000 decoder. Details here. The available options have either performance, cost, or licensing problems. I just need the decode part for classic JPEG 2000 at multi-resolution. Don't need tiles or video.
  • Bevy 0.9: data oriented game engine built in Rust
    4 projects | news.ycombinator.com | 12 Nov 2022
    > Game developers should be investing their time in open tooling without contracts or restrictive licensing

    Unfortunately, this is not possible in consoles, because of issues with NDA. Even Bevy can't have an open licensing there: https://github.com/rust-gamedev/wg/issues/90 (Godot also can't: https://docs.godotengine.org/en/stable/tutorials/platform/co...)

    I expect that Bevy ports to consoles will take a cut of sales rather than a flat fee :(

  • GameDev WG: Rust game ports welcomes your game examples
    3 projects | /r/rust_gamedev | 30 Jul 2022
    rust-game-ports is now officially supported by the Rust GameDev WG. By having this repo on neutral ground, we want to invite the Rust gamedev community to contribute additional game examples to this bundle, so we may collectively expand our comparison-matrix of similar/same games made in different engines. A bit like the realworld app taken one step further.
  • The Rust Gamedev Working Group is making a project showcase! To participate, submit a video of your project to the form.
    1 project | /r/rust_gamedev | 22 Feb 2022
    There is a Github Discussion for this form: https://github.com/rust-gamedev/wg/discussions/121
  • Current state of game console support?
    1 project | /r/rust_gamedev | 9 Feb 2022
    https://github.com/rust-gamedev/wg/issues/90 ("Rust on Consoles")

What are some alternatives?

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

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

unreal-rust - Rust integration for Unreal Engine 5

rx - 👾 Modern and minimalist pixel editor

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

ui-mock

sqlite3-ocaml - OCaml bindings to the SQLite3 database

not-yet-awesome-embedded-rust - A collection of items that are not yet awesome in Embedded Rust

oxidator - RTS game/engine in Rust and WebGPU

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.

gdnative - Rust bindings for Godot 3

rust-game-ports - Official host of games ported using Rust game libraries.

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