shipyard
hecs
shipyard | hecs | |
---|---|---|
5 | 12 | |
665 | 894 | |
- | - | |
7.0 | 7.2 | |
9 days ago | about 1 month ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | Apache License 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.
shipyard
-
Deploying your Rust WASM Game to Web with Shuttle & Axum
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
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
Shipyard (Rust)
-
React Renderer for Three.js
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
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 :)
hecs
-
Does it still make sense to roll your own ECS?
For Rust, I really like Bevy's, but it gets too much in the way. I'd probably use macroquad instead with something like hecs (I tried macroquad with Bevy ECS and didn't go well).
-
Why ECS pattern is popular in Rust?
The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
-
Learning How To Rewind Time - Save & Load
My current design has struct Core that is basically "everything you need to save in a savefile", it has a hecs ECS (which needs a bit of boilerplate the hecs docs show you how to write to serialize it), and a bunch of simpler gamestate stuff like the discovered map positions, the current player etc. Everything is tree-like and serializes into a text file. Entity handles from hecs serve as "pseudo-pointers" that can represent cycle-like structures without running into endless cycles.
-
After working on our Godot + Rust game fulltime for one year it is now up on Steam
Out of the other Rust engines we've tried I think Macroquad was the most interesting option, and even though I've only made a few small projects in it worked extremely well and was what I'd expect from a game framework. While working in Bevy I felt like it was "writing fun Rust", but it wasn't really making a game. Macroquad on the other hand got immediately out of the way, and using it together with hecs was a painless experience where the whole time I felt like I was working on "the game" rather than "building systems that are invisible to the player".
-
BITGUN Demo is now live on Steam - a game made in Rust and Godot by a two person fulltime indie dev team over the past 9 months
The last crate worth mentioning is probably hecs for ECS, which we don't really use as heavily as some ECS fans would assume, but it made working around some problems between GDScript and Rust easier by storing things in ECS, passing around handles and querying ECS instead. Initially we did this with a global object and lots of state (which we still use for some things), but as the number of "things" grew it became easier to put it into ECS.
-
A 2D Pixel Physics Simulator with Cellular Automata written in Rust
I use the awesome Vulkano for rendering and computation, and Rapier for simple physics. Contour is used for the initial shapes, but rapier forms the physics colliders from it. Hecs is used as well. And you might recognize Egui as gui :). I gotta say, I'm starting to be pretty happy with the rust ecosystem overall.
-
What is the plain Vec architecture in the hecs documentation?
In the hecs documentation there is a section, Why Not ECS?. In it, the author states, "If your game will have few types of entities, consider a simpler architecture such as storing each type of entity in a separate plain Vec."
-
Showcasing my game: The Process. Built with Rust and Godot!
Usually, what I do is creating large, robust components in Rust. In my game, most of the logic lives inside the Factory node, which inside holds a full ECS (currently using https://github.com/Ralith/hecs) as well as other associated resources. This node takes care of holding the state and simulating all the machines in the factory and their interactions.
-
Tiles as entities for common states and effects? (ECS related)
Generally, spatially-indexable data gets special treatment in games. (See Why not ECS for example, from the hecs ECS library.)
-
I'm trying to follow the RLTK tutorial and feel like it is too much at a time, please help me solve some questions
That impl basically says that Leftwalker is a System (or implements a System interface, to use a different parlance). Why exactly do Systems need lifetime is something better asked of the authors of the ECS library the tutorial uses. (personally I use hecs https://github.com/Ralith/hecs instead because I find it easier to use, no lifetime in sight :p)
What are some alternatives?
beatmapper - A 3D editor for creating Beat Saber maps
gdnative - Rust bindings for Godot 3
raylib-rs - Rust bindings for raylib
ecs - LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity
dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine
ecs - Elastic Common Schema
emscripten - Emscripten: An LLVM-to-WebAssembly Compiler
scheduler-test
sandspiel - Creative cellular automata browser game
awsm-web
actors.unity - 🚀Actors is a framework empowering developers to make better games faster on Unity.