wg
rustc-perf
wg | rustc-perf | |
---|---|---|
7 | 26 | |
494 | 590 | |
0.0% | 2.4% | |
3.6 | 9.6 | |
almost 3 years ago | 4 days ago | |
Rust | ||
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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
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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).
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I want to make a game that’s compatible with Nintendo switch.
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.
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Kind of quiet. So, my wishlist
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.
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Bevy 0.9: data oriented game engine built in Rust
> 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 :(
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GameDev WG: Rust game ports welcomes your game examples
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.
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The Rust Gamedev Working Group is making a project showcase! To participate, submit a video of your project to the form.
There is a Github Discussion for this form: https://github.com/rust-gamedev/wg/discussions/121
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Current state of game console support?
https://github.com/rust-gamedev/wg/issues/90 ("Rust on Consoles")
rustc-perf
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Adding runtime benchmarks to the Rust compiler benchmark suite
> what do people use to run benchmarks on CI?
Typically, you purchase/rent a server that does nothing but sequentially run queued benchmarks (and the size/performance of this server doesn't really matter, as long as the performance is consistent), then sends the report somewhere for hosting and processing. Of course, this could be triggered by something running in CI, and the CI job could wait for the results, if benchmarking is an important part of your workflow.
But CI and benchmarks really shouldn't be run on the same host.
> What does the rust project use?
It's not clear exactly where the Rust benchmark "perf-runner" is hosted, but here are the specifications of the machine at least: https://github.com/rust-lang/rustc-perf/blob/414230abc695bd7...
> What do other projects use?
Essentially what I described above, a dedicated machine that runs benchmarks. The Rust project seems to do it via GitHub comments (as I understand https://github.com/rust-lang/rustc-perf/tree/master/collecto...), others have API servers that respond to HTTP requests done from CI/chat, others have remote GUIs that triggers the runs. I don't think there is a single solution that everyone/most are using.
- [rustc-perf] Runtime benchmarks got finally merged
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Ask HN: Was programming more interesting when memory usage was a concern?
A lot of effort is spent to reduce the size of structs in the Rust compiler
https://nnethercote.github.io/2023/03/24/how-to-speed-up-the...
3% and 6% of improvement doesn't seem like much, but at the level of rustc those big wins
Performance of Rustc must be continously tracked (here https://perf.rust-lang.org/) because if you don't proactively fight against bloat, the tendency is that the code will become slower over time (due to new features etc)
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Can Rust's compile time match its runtime performance?
hmm really really hard to answer :'), it's tradeoffs I think, no matter what you think Rust (cmiiw, I'm not qualified to say this) has (and probably in the future will adds more with guards on compiler metrics https://perf.rust-lang.org/) several phases that given the diffs to other language, might not available to any language compiler out there, if it's available I think rustc already did their best in here (some already being parallized etc etc, might be wrong since I can't refs any reference MRs, but it does exists though labels regarding this)
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How to catch performance regressions in Rust
About a year ago I was looking for a tool like Rust perf for my application code. I did some research and found a lot of prior art. However, nothing checked all the boxes I was looking for, so I built Bencher!
- Rust – Are We Game Yet?
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Next Rust Compiler
https://www.pingcap.com/blog/rust-compilation-model-calamity... is a good overview. In general it varies depending on the crate but we track the performance at https://perf.rust-lang.org/ - if you look at cargo, for example, over 60% of the time is spent in codegen through LLVM: https://perf.rust-lang.org/detailed-query.html?commit=222d1f...
- Data-driven performance optimization with Rust and Miri
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Generic associated types to be stable in Rust 1.65
Something like https://perf.rust-lang.org/?
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This Week in Rust #463
The performance full-report link is dead: https://github.com/rust-lang/rustc-perf/blob/master/triage/2022-10-04.md
What are some alternatives?
unreal-rust - Rust integration for Unreal Engine 5
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
gdextension - Rust bindings for Godot 4 [Moved to: https://github.com/godot-rust/gdext]
glTF-Sample-Models - glTF Sample Models
not-yet-awesome-embedded-rust - A collection of items that are not yet awesome in Embedded Rust
ui-mock
rusty-dos - A Rust skeleton for an MS-DOS program for IBM compatibles and the PC-98, including some PC-98-specific functionality
rust-game-ports - Official host of games ported using Rust game libraries.
RustPython - A Python Interpreter written in Rust
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
nanoserde - Serialisation library with zero dependencies