wg VS awesome-bevy

Compare wg vs awesome-bevy and see what are their differences.

wg

Coordination repository of the Game Development Working Group (by rust-gamedev)

awesome-bevy

A collection of Bevy assets, plugins, learning resources, and apps made by the community (by bevyengine)
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wg awesome-bevy
7 30
494 932
0.0% 2.6%
3.6 8.7
almost 3 years ago 3 days ago
- -
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.

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")

awesome-bevy

Posts with mentions or reviews of awesome-bevy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-04.
  • Bevy 0.12
    7 projects | news.ycombinator.com | 4 Nov 2023
    Among Bevy contributors (including myself) there is a general hesitance to invest too much time in official learning material that will be obsolete by the next release. Bevy's APIs are beginning to stabilize ... and the appetite (both from users and from Bevy devs) for official material is increasing. The time is coming (soon)!

    While you wait, there are a sizeable number of tutorials on YouTube, and we have learning material linked in https://bevyengine.org/assets/#learning as well.

  • Which project do you think is the best at showing what Bevy is capable of?
    2 projects | /r/bevy | 24 Mar 2023
    User code is the same as engine code. It's all Rust. Consequently, Bevy already has a surprisingly rich ecosystem
  • Bevy 0.10
    9 projects | /r/rust | 6 Mar 2023
    I've summarized a lot of my thoughts in this blog post, but in short: * "The Developer's Engine": most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem as a result. These blurred lines also make it way easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers are Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine. * Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is a lot of pro and anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms. * Fully Free and Open Source With No Contracts: Of the popular engines, only Godot is a competitor in this space.
  • Katharos tech?!
    4 projects | /r/bevy | 16 Nov 2022
  • I'm switching from a 2D engine to a 3D one, what should I expect from Bevy?
    2 projects | /r/bevy | 15 Nov 2022
    I would recommend going to bevy's blog post(https://bevyengine.org/news/) since the update lists are the only convenient way I know it find out what features bevy actually has implemented directly. then go over to bevy assets(https://bevyengine.org/assets/) and you can see the community-made plugins to get an idea of the sorts of things people are making available to you. and finally, as a bit of self-promo, I have a youtube series called bevy basics where I got over how bevy does things, like the ECS and systems, moving into more direct use thing like getting user input you can fine it all here www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j-KXuThRiSXc6
  • Bevy 0.9: data oriented game engine built in Rust
    4 projects | news.ycombinator.com | 12 Nov 2022
    I've summarized a lot of my thoughts in this blog post: https://bevyengine.org/news/bevys-first-birthday/#things-i-m...

    But in short (slight copy-paste of my generic Bevy pitch):

    The Developer's Engine: most engines are built using multiple languages, with significant abstraction between "user code" and "engine code". Bevy is built with a consistent stack and data model (see the blog post I linked to for details). If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code. You can also swap out basically everything. We have a vibrant plugin ecosystem (https://bevyengine.org/assets) as a result. These blurred lines also make it _way_ easier for "Bevy app developers" to make direct contributions to the engine. Bevy App developers _are_ Bevy Engine developers, they just don't know it yet. The new Bevy renderer (in 0.6) was also built with this principle in mind. It exposes low, mid, and high level renderer apis in a way that makes it easy to "insert yourself" into the engine.

    Fully embraces ECS: No popular engines are currently all-in on ECS (either they have no official support ... or they are half-in half-out). I reflect on some of the benefits we've enjoyed thanks to Bevy ECS in the blog post I linked to. Note that there is _a lot_ of pro _and_ anti ECS hype. Don't just blindly follow dogma and hype trains. ECS isn't one thing and Bevy ECS intentionally blurs the lines between paradigms.

    We can't currently compete with the "big engines" on features, but we are adding features at a rapid (and growing) pace. Bevy was released about a year and a half ago. Most popular engines have been in development for almost 20 years (Godot since 2007, Unity since 2005, Unreal since 1998), so we have plenty of "time" from my perspective.

    I'm a huge fan of Godot and used it to build my game High Hat over the course of about 4 years. I also contributed to it every once and awhile. When I was initially building Bevy, Godot's design decisions were always at the top of my mind (and they still are to this day). I love they way they do scenes (and our system draws inspiration from it). We also plan on borrowing their "dogfooding" approach to editor building (the Bevy Editor will be a normal Bevy App).

    6 projects | /r/gamedev | 12 Nov 2022
    Bevy still has functionality gaps in most areas. And we still warn developers about stability and missing features in our learning material. But many people are successfully making games with Bevy at this point. Some companies are already successfully building on Bevy for commercial projects. Our modular "everything is a Rust plugin" approach means that most gaps can be filled with 3rd party plugins, and we already have a large ecosystem of people doing that: https://bevyengine.org/assets/.
  • Godot 4 Beta 1
    4 projects | news.ycombinator.com | 15 Sep 2022
    One of the benefits of 4.0 is also the modularity of it with GDExtension. The major parts of the engine (including the physics) can be swapped with replacements without the need to recompile the entire engine. I'd usually say that is a long shot for community run projects, but even Bevy engine has community made extensions for separate physics engines.

    https://bevyengine.org/assets/#physics

    Forgetting about extensions, though, I see your point and almost agree, but Godot has shown that they will put in the work to improve their project, even if that means removing features like they did with visual scripting. Their physics engine will definitely be rough at first, but based on their past work, I believe they are willing and able to maintain it.

  • Bevy 0.8
    19 projects | /r/rust | 30 Jul 2022
    Lots of good community-developed networking plugins over in Bevy Assets
  • 3D Chess Tutorial from Bevy 0.4.0 to 0.7.0
    4 projects | /r/bevy | 20 Jun 2022
    Hi all! In the Assets tab from the Bevy official website, there is a "Making a Chess Clone in 3D" tutorial to learn Bevy written by guimcaballero. Unfortunately it was written in Bevy 0.4.0 and using bevy_mod_picking 0.3.1.

What are some alternatives?

When comparing wg and awesome-bevy you can also consider the following projects:

unreal-rust - Rust integration for Unreal Engine 5

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

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

wgpu-rs - Rust bindings to wgpu native library

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

bevy - A refreshingly simple data-driven game engine built in Rust

ui-mock

bevy-kajiya - A plugin to use the kajiya renderer with bevy

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

bevy-cheatbook - Unofficial Reference Book for the Bevy Game Engine

JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.

rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]