sea-orm
bevy
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sea-orm | bevy | |
---|---|---|
82 | 569 | |
6,045 | 31,536 | |
4.8% | 4.8% | |
9.5 | 9.9 | |
3 days ago | 1 day 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.
sea-orm
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Rust GraphQL APIs for NodeJS Developers: Introduction
SQL with SeaORM:
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Hyper – A fast and correct HTTP implementation for Rust
Haven't used it myself, but https://github.com/SeaQL/sea-orm seems to be popular in some communities and async
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New Rustacean Looking For Guidance
sea-orm
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Having a hard time finding Actix examples that work with Seaorm.
SeaORM has an Actix example in their GitHub. https://github.com/SeaQL/sea-orm/tree/master/examples/actix_example
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A question for all those that use Python
SeaORM or the underlying SQLx query builder for SQL handling.
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Rust tech stack
SeaORM is the most advanced ORM currently available, but a lot of people prefer to just skip ORMing and go direct to the underlying SQLx query builder.
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rust web dev??
If you want to do backend development, give actix-web or Axum a try. If you need templating, take a look at Maud and if you want an ORM, take a look at SeaORM.
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Any web frameworks that could compare to Symfony?
SeaORM is the most advanced option right now (though a lot of people prefer to go direct to the underlying SQLx library) but it doesn't yet match Django ORM for offering auto-generation of draft database migrations, which is one of the things I'm unwilling to regress on. (i.e. so all I need to hand-edit is stuff like "that's a rename, not a remove+add" and so on)
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Anyone from a Typescript/React background who tried out Rust for the 1st time?
Last I checked, authentication was weak. SeaORM is probably the most mature option if you're looking for an ORM like you'd find in another ecosystem (if you're willing to explore alternative designs, try using the underlying SQLx directly).
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Programming block?
What I really like about it (apart from being a really nicely designed language, that is very expressive, powerful, performant and one of the safest because of the strict typing/memory management), is that you can kind of focus on just programming, without all the hassles around setting up a project, thinking about building/deploying etc. as tooling is really awesome as well (rust-analyzer, cargo, crates.io etc.). Libraries are usually high-quality and innovative (which is IMHO not so true for a lot of different other languages, including the ones you mentioned). E.g. if you want to create a web-server/API you could try something like this (my current recommendation): https://github.com/tokio-rs/axum and https://github.com/launchbadge/sqlx for good integration of typed sql in Rust or if you want something higher level: https://github.com/SeaQL/sea-orm
bevy
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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...
- 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.
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Northlight makes Alan Wake 2 shine
ECS architectures are used in a number of young open source game engines, such as Bevy[1]. I haven't done game development for a long time, but hearing about an architecture that does away with the heavy and complex OOP you often see in games makes me want to dip my toes in again and check it out.
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Bevy 0.12
Yup! The Bevy Editor is our current highest priority. The first step is building out a new Scene / UI system that will serve as the foundation for the editor (as the Bevy Editor will be built as a Bevy App).
I have a post about this (with working prototypes) here: https://github.com/bevyengine/bevy/discussions/9538
What are some alternatives?
diesel - A safe, extensible ORM and Query Builder for Rust
Amethyst - Data-oriented and data-driven game engine written in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
specs - Specs - Parallel ECS
sqlx - 🧰 The Rust SQL Toolkit. An async, pure Rust SQL crate featuring compile-time checked queries without a DSL. Supports PostgreSQL, MySQL, and SQLite.
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming
gdnative - Rust bindings for Godot 3
macroquad - Cross-platform game engine in Rust.