rust-embed
rend3
rust-embed | rend3 | |
---|---|---|
9 | 14 | |
1,512 | 1,021 | |
- | 1.4% | |
7.3 | 8.0 | |
15 days ago | 8 days ago | |
Rust | Rust | |
MIT License | Apache License 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.
rust-embed
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Learn WGPU updated to 0.15!
Ref: https://github.com/pyrossh/rust-embed/issues/205 Rust-embed behavior in debug mode is incompatible with cross-compilation. It nails a path from build time into the executable. Force release mode o"
- How to include Rocket.rs template files and static files in built binary
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Install package with third party files (ex. sql) - best practice
Not sure how common it is exactly but I've definitely seen it done here and there and done it myself in some projects. Having self-contained binaries is super nice and avoids a fair few issues. rust-embed makes it even better.
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Serving a frontend with a Rust Web framework
They even accepted one of my feature requests to add some file metadata which makes doing this kind of thing easier: https://github.com/pyros2097/rust-embed/issues/140
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Rust and Sqlite
Note: include_str! can make compilation a bit slow. The rust-embed crate can read files in debug mode as normal and embed the files in release mode.
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Hey Rustaceans! Got an easy question? Ask here (6/2022)!
For reference, there are examples for several frameworks in the rust-embed repo.
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Getting started with MongoDB and Redis in Rust
But then it turned out that the images can’t be read from the database due to the lack of GridFS support in MongoDB Rust Driver (open ticket). So for simplicity purposes, I decided to use rust_embed crate which allows including images in the application binary at compile time (at the development time they are loaded from a file system). (It is also possible to store images separately from the application; images folder should be mounted as a volume in the Docker Compose service definition)
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Introduction to gRPC in Rust
Images of planets are included in the application binary at compile time using rust_embed crate (at the development time they are loaded from a file system).
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What is the idiomatic way of embed files into Rust binary?
Maybe rust-embed can help you? I haven't used it myself, just came across the crate on this sub a while ago.
rend3
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Meta Releases Intermediate Graphics Library
The WGPU people are still working through lock conflicts in that area. The idea with Vulkan land is that you should be able to load content while rendering is in progress. For that to be useful, all the layers above Vulkan also have to have their locking problems hammered out. Most open source game engines don't do that yet. Unreal Engine and Unity do, which is why you pay for them for your AAA title.
[1] https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/exa...
[2] https://github.com/BVE-Reborn/rend3/blob/trunk/examples/scen...
[3] https://video.hardlimit.com/w/sFPkECUxRUSxbKXRkCmjJK
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Is bevy the best option for a Rust based game engine (long term)?
The big problem I have with bevy here is that they seem to be very much against bevy being reusable across the ecosystem. Every feature has to be bevyfied into an ECS thing. There's no way one can use bevy_input for input handling outside of bevy, or bevy_audio for audio, or bevy_render to get a 3d renderer like https://rend3.rs/. The Rust ecosystem would've been so much better off if bevy wasn't creating a walled garden and draining insane amounts of effort just for itself, but say instead used rend3 for its rendering, so that other efforts in rust gamedev didn't have to reimplement everything from scratch.
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NANOVOID Devlog #1: Lua Scripting
We have our own engine. There aren't really full engines available in the Rust ecosystem. Bevy attempts to fill this, but it's far from being feature complete. There's also https://fyrox.rs/, but that's also work in progress. There's also https://rend3.rs/ which is just a 3d renderer, so you'll need to build the rest of the engine yourself.
- Really frustrated. [Warning: Bit of a negative rant]
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We're still not game, but there has been progress. A progress report.
That's been fixed. It was one of those things where a complicated workaround for Rust's ownership rules, one that required maintaining internal consistency between multiple tables, was inconsistent.
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We're not really game yet.
Rend3 crashes The library's internal memory allocator for GPU objects is losing objects and panicking. This seems to be a race condition that comes up once you get past displaying static scenes and start having moving objects. Rend3 has one overworked main developer. If you're qualified to work on GPU-level stuff, which I am not, that project could use help.
- Ambient: The Multiplayer Game Engine
- Learn WGPU updated to 0.15!
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Which graphics crate do you use?
I personally use Rend3, ability to use WGPU to make my own render effects, but I still get to build my own engine around it, although I'm waiting for the vertex-pulling branch to be merged before I really get going
- Is there an easy wrapper for wgpu?
What are some alternatives?
redis-rs - Redis library for rust
wgpu-text - 📜A simple 2D text renderer for wgpu📜 > is a wrapper over glyph-brush for easier text rendering in wgpu > inspired by similar to wgpu_glyph
teloxide - 🤖 An elegant Telegram bots framework for Rust
wgpu - Cross-platform, safe, pure-rust graphics api.
sailfish - Simple, small, and extremely fast template engine for Rust
bevy_retro - Plugin pack for making 2D games with Bevy
MoonZoon - Rust Fullstack Framework
wgpu-practice
yew-sse-example - An example of use of yew-sse
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs
bloomrpc - Former GUI client for gRPC services. No longer maintained.
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)