seed7
bevy
seed7 | bevy | |
---|---|---|
41 | 574 | |
183 | 32,358 | |
- | 2.0% | |
9.8 | 9.9 | |
3 days ago | 6 days ago | |
C | Rust | |
GNU General Public License v3.0 only | 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.
seed7
-
Seed7 version 2023-07-09 released on GitHub and SF
This release is available at GitHub and SF. There is also a Seed7 installer for windows, which downloads the newest version from SF. The Seed7 Homepage stays at its usual place. There is also a mirror of the Seed7 Homepage at GitHub.
-
Version 2023-05-29 of the Seed7 programming language released on GitHub and SF
Seed7 at GitHub
-
Build from source issue
bugmagnet@LAPTOP-H6HBEGA9:~$ git clone https://github.com/ThomasMertes/seed7 Cloning into 'seed7'... remote: Enumerating objects: 21021, done. remote: Counting objects: 100% (4660/4660), done. remote: Compressing objects: 100% (1118/1118), done. remote: Total 21021 (delta 3677), reused 4454 (delta 3515), pack-reused 16361 Receiving objects: 100% (21021/21021), 15.95 MiB | 6.47 MiB/s, done. Resolving deltas: 100% (18593/18593), done. bugmagnet@LAPTOP-H6HBEGA9:~$ cd seed7 bugmagnet@LAPTOP-H6HBEGA9:~/seed7$ make -f src/mk_linux.mak depend make: *** No rule to make target 'chkccomp.c', needed by 'chkccomp'. Stop.
-
Seed7 version 2023-04-22 released on GitHub and SF
No. You can see at GitHub that I update Seed7 quite often. Approximately once a month I do a release and this release is announced at r/seed7 and here.
-
Question about installation
The packages are not updated so often. So you are more up-to-date with the releases (or even more up-to-date by pulling from GitHub).
-
Exercism related questions
I committed a corresponding change to GitHub (Support syntax statements without $ (dollar)).
-
Seed7 version 2023-03-05 released on GitHub and SF
This release is available at GitHub and SF. There is also a Seed7 installer for windows, which downloads the newest version from SF. The Seed7 Homepage stays at its usual place. There is also a mirror of the Seed7 Homepage which uses HTTPS.
-
Have you heard about the Seed7 programming language?
Yes, I am regularly working on improvements for Seed7. The changes are checked in at GitHub (see here for the list of commits) and once a month I do a release which is announced at r/seed7.
-
Core-js maintainer complains open source is broken
It all depends on the circumstances behind. In the beginning the core-js maintainer had no family and now he has. When I released Seed7 I already had a family. It was clear that my job had to support my family and my hobby (GitHub link).
-
Seed7 version 2022-06-26 released on GitHub and SF
Syntax highlighting for the Nano editor has been added. Many thanks to Duke Normandin for creating seed7.nanorc.
bevy
-
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.
-
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.
-
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)
-
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
-
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-...
-
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
-
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
-
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...
-
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?
xvm - Ecstasy and XVM
Amethyst - Data-oriented and data-driven game engine written in Rust
ghc - Mirror of the Glasgow Haskell Compiler. Please submit issues and patches to GHC's Gitlab instance (https://gitlab.haskell.org/ghc/ghc). First time contributors are encouraged to get started with the newcomers info (https://gitlab.haskell.org/ghc/ghc/wikis/contributing).
Godot - Godot Engine – Multi-platform 2D and 3D game engine
sbcl - Mirror of Steel Bank Common Lisp (SBCL)'s official repository
Fyrox - 3D and 2D game engine written in Rust
passerine - A small extensible programming language designed for concise expression with little code.
piston - A modular game engine written in Rust
PyBasic - Simple interactive BASIC interpreter written in Python
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
carnet - A Tool for Sandboxing Cargo and Buildscripts
specs - Specs - Parallel ECS