rustris
rfcs
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rustris
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Linus Torvalds: Rust will go into Linux 6.1
https://github.com/bwcpub/rustris for the code and etc
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New to Game Dev
When I did Tetris in Rust, I used Piston - specifically the piston_window convenience functions. I was looking for something that was 2D only, and very simple.
- Why I still like C and strongly dislike C++
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How to get started?
When I did Tetris in Rust for fun, I went for a minimalist graphics library that would do just what I needed and nothing more. In my case, that pretty much meant just drawing squares. (Technically, rectangles. Since the "well" playfield is a rectangle. As is the grey background that "clears" the screen between frames.)
rfcs
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Bevy 0.8
An architecture designed for networking from the start.
I'm the author of the draft Many Worlds RFC. Current plan is to get scheduling sorted out, then pick that work up again.
- Programming a Rogue-Like with Rust
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Improving upon Entity Component Systems, introducing DG-ECM!
Yep, we do this, it works great! We stole it from hecs and Amethyst before us. There's a nice write-up of the theory in the scheduler rework the team has been working on for the past few months.
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Bevy 0.7: data oriented game engine built in Rust
I can tell you right now that there’s an entire channel in the Bevy discord server dedicated to making an out of the box api for multiplayer. If you want the current state of it, check out this RFC. https://github.com/bevyengine/rfcs/pull/19 I’m really excited for it when it eventually comes out.
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Bevy 0.7
A dramatically more powerful and elegant scheduling rework affectionately called "stageless". Initial experiments with it in iyes_loopless have been a resounding success.
I think making it easier for systems to observe the effects of Commands from other systems is a critical missing piece of the Bevy ECS puzzle. "Stageless" is a solid, holistic solution to the problem and we're seeing the community slowly establish consensus on that design. There is already a draft implementation in the works. And I think "stageless" is most likely the solution we will land on.
Networking replication is one of the favorite topics of Joy (maniwani on Github, and an important dev on our team). They have a wonderful RFC on it, but I suspect most of the initial experimentation will occur in 3rd party crates to start with core engine tweaks as needed to support it.
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Announcing bevy-egui-kbgp - an improved keyboard and gamepad story for egui in Bevy
Cool! Looks like a nice complement to the RFC about keyboard navigation!
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Bevy 0.6
Absolutely. Joy (among others!) have been putting a ton of thought into this area, and have managed to build up a lot of trust, expertise and support within the community.
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
morphorm - A UI layout engine written in Rust
kajiya - 💡 Experimental real-time global illumination renderer 🦀
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
docs.rs - crates.io documentation generator
bevy-website - The source files for the official Bevy website
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
bevy_egui - 🇺🇦 Please support the Ukrainian army: https://www.comebackalive.in.ua/donate
backroll-rs - A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.