shipyard VS awsm-web

Compare shipyard vs awsm-web and see what are their differences.

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shipyard awsm-web
5 1
665 19
- -
7.0 4.3
9 days ago about 1 month ago
Rust Rust
GNU General Public License v3.0 or later GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

shipyard

Posts with mentions or reviews of shipyard. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-14.
  • Deploying your Rust WASM Game to Web with Shuttle & Axum
    4 projects | dev.to | 14 Feb 2024
    With game matching the binary name used in Cargo.toml, above. The code we use is provided as an example of using the Shipyard Rust ECS. Paste the main.rs square_eater code from the repo into src/bin/main.rs in your project.
  • Sharing Saturday #458
    6 projects | /r/roguelikedev | 17 Mar 2023
    I also initially followed the amazing bracket-lib tutorial, but was not satisfied with specs. Tried legion, but it seems kind of abandonned too. I choose to use shipyard in my project and I am pretty satisfied with it until now. I feel like it's a great compromise between usability and effectiveness, plus there is relatively up-to-date documentation. Maybe can you give it a try ?Shipyard
  • I hope my new-to-programming-enthusiasm gives you all a little nostalgia
    8 projects | /r/ProgrammerHumor | 28 Jun 2022
    Shipyard (Rust)
  • React Renderer for Three.js
    11 projects | news.ycombinator.com | 15 Aug 2021
    It's not that it's incompatible, it's that when the ECS is the primary tool for organization, a DOM tree (or scenegraph) is merely one way of iterating over the entities - not the way.

    This provides tons of benefits, so for example you can also decide to iterate over the entites by shader program and gain significant speedups for graphics processing, or maintain components that roughly sort them by their position in world space for physics and culling or lighting, etc.

    To add to the sibling comment, there's another wonderful Rust ECS called shipyard[0] and I helped write a scenegraph for it (which I really need to update, one of these days)[1]

    [0] https://github.com/leudz/shipyard

  • [Brainstorming] Use cases for variadic generics
    4 projects | /r/rust | 31 Jan 2021
    Just as a final thing here, are, a, bunch, of, links for shipyard's tuple impls to show how its not an uncommon thing to need to do when writing an ECS :)

awsm-web

Posts with mentions or reviews of awsm-web. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-08-15.
  • React Renderer for Three.js
    11 projects | news.ycombinator.com | 15 Aug 2021
    I wrote an opinionated WebGL wrapper in Rust/WASM here: https://github.com/dakom/awsm-web

    The idea is that it does more cacheing of things like uniform locations and such so you do very fast in-memory lookups in WASM without hitting the JS Api as much.

    In the future this will be obsolete since WebGPU has a more optimal API to begin with, and Rust/WASM won't need to go through the JS layer due to "interface types"

What are some alternatives?

When comparing shipyard and awsm-web you can also consider the following projects:

hecs - A handy ECS

scheduler-test

beatmapper - A 3D editor for creating Beat Saber maps

x_ite - X_ITE X3D Browser, view and manipulate X3D and VRML scenes in HTML.

raylib-rs - Rust bindings for raylib

shipyard-scenegraph

dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine

emscripten - Emscripten: An LLVM-to-WebAssembly Compiler

goodluck - A hackable template for creating small and fast games. Nim port

Cataclysm - A post-apocalyptic roguelike. New features relative to C:Whales are scheduled for after 0.2.0, the savefile breaking release.