salsa
bevy
salsa | bevy | |
---|---|---|
16 | 574 | |
2,017 | 32,489 | |
1.4% | 2.4% | |
8.0 | 9.9 | |
14 days ago | 2 days ago | |
Rust | Rust | |
Apache License 2.0 | MIT OR Apache-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.
salsa
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Introducing: Depends
There are some excellent crates already in the Rust ecosystem (notably Salsa) for performing incremental computation, although they generally have different goals to Depends.
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Vercel announces Turbopack, the successor to Webpack
The content of that "Core Concepts" page sounds a lot like https://github.com/salsa-rs/salsa
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Is there anything like funflow for rust?
I know of salsa, but I don't know if it can persist changes to disk (and my guess from looking at this issue is that it can't).
- Non-lexical lifetimes (NLL) fully stable | Rust Blog
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The biggest new idea in computing for half a century was just scrapped
- the practical approach to this is to split workload into work units (aka tasks/queries/etc.) and then force information flow through centralized "request"/"query" APIs that automatically track dependencies - see https://github.com/salsa-rs/salsa for more information
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Is there any research or articles on different, more efficient compiler designs?
This, and as pointed Salsa.
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Trying to understand the paper "Efficient and Flexible Incremental Parsing" (incremental LR)
These guys might be of interest for you, they think a lot about incremental parsers. https://github.com/salsa-rs/salsa
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Announcing avalanche 0.1, a React- and Svelte-inspired GUI library
salsa-rs authored by niko matsakis and other top rust devs
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Is GO a good option to write a compiler/interpreter?
Some optimizations are not easy with Go. For example caching like in Rust Analyser Salsa Framework
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Will rust ever have a futures executor in std?
How would this differ from salsa (https://github.com/salsa-rs/salsa) and the query-driven approach used by rustc?
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
Benthos - Fancy stream processing made operationally mundane
Amethyst - Data-oriented and data-driven game engine written in Rust
Disruptor - High Performance Inter-Thread Messaging Library
Godot - Godot Engine – Multi-platform 2D and 3D game engine
papers-we-love - Papers from the computer science community to read and discuss.
Fyrox - 3D and 2D game engine written in Rust
differential-dataflow - An implementation of differential dataflow using timely dataflow on Rust.
piston - A modular game engine written in Rust
rust-signals - Zero-cost functional reactive Signals for Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
ocaml-multicore - Multicore OCaml
specs - Specs - Parallel ECS