scryer-prolog
bevy
Our great sponsors
scryer-prolog | bevy | |
---|---|---|
42 | 572 | |
1,888 | 32,060 | |
- | 3.4% | |
9.7 | 9.9 | |
8 days ago | 4 days ago | |
Rust | Rust | |
BSD 3-clause "New" or "Revised" License | 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.
scryer-prolog
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The Shen Programming Language
thank you! the scryer community deserves much of the credit too. everyone is welcome and encouraged to join us at https://github.com/mthom/scryer-prolog! some exciting plans in the pipe
- Appreciating Clpz_t/2
- Advent of Code 2023 is nigh
- Scryer Prolog version 0.9.3 is out
- Announcing Basic WebAssembly support in Scryer Prolog
- Basic WebAssembly Support in Scryer Prolog
- Scryer-Prolog 0.9.2
- Release v1.1.0 of PostgreSQL-Prolog
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Djot is a light markup syntax
Djot is the markup syntax that is used for the documentation of Scryer Prolog, using a parser written in Prolog:
https://github.com/aarroyoc/djota
It works well so far. One of the few limitations I noticed so far pertains to the formatting of tables. For instance, consider the table used in library(format) to describe control sequences:
https://github.com/mthom/scryer-prolog/blob/b0566e41503a6c8d...
It contains several entries that span multiple lines, yet are meant to denote only a single row of the table, such as:
% | `~Nr` | where N is an integer between 2 and 36: format the |
- The First Annual Scryer Prolog Meetup
bevy
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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
- Not only Unity...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
What are some alternatives?
swipl-devel - SWI-Prolog Main development repository
Amethyst - Data-oriented and data-driven game engine written in Rust
logica - Logica is a logic programming language that compiles to SQL. It runs on Google BigQuery, PostgreSQL and SQLite.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
differential-datalog - DDlog is a programming language for incremental computation. It is well suited for writing programs that continuously update their output in response to input changes. A DDlog programmer does not write incremental algorithms; instead they specify the desired input-output mapping in a declarative manner.
Fyrox - 3D and 2D game engine written in Rust
materialize - The data warehouse for operational workloads.
piston - A modular game engine written in Rust
tau-prolog - An open source Prolog interpreter in JavaScript
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
prolog - The only reasonable scripting engine for Go.
specs - Specs - Parallel ECS