shipyard VS revengate

Compare shipyard vs revengate and see what are their differences.

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shipyard revengate
5 15
665 -
- -
7.0 -
9 days ago -
Rust
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 :)

revengate

Posts with mentions or reviews of revengate. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-08.
  • Sharing Saturday #474
    2 projects | /r/roguelikedev | 8 Jul 2023
    The old Python version of the game had a perfect separation between calculations and presentation, so it was really easy to make a simulator for it. With Godot, presentation is coupled more tightly, but I think that the work I did on perception and visibility should be enough to run combats faster than game-speed (monsters that you can't perceive move without animations).
  • Sharing Saturday #473
    4 projects | /r/roguelikedev | 30 Jun 2023
    OK, I went a bit wild with the summoning spell. If you squint, you can probably guess how it works. The key is picking good looking decals to start with, then it's just a bit of pixel shifting with some colorization.
  • Godot for a roguelike. Pros and cons?
    3 projects | /r/roguelikedev | 14 Jun 2023
    Oh no! It's in open testing in a few countries and I guess that Google Play prefers to pretend that the app does not exist if you are from somewhere else rather than saying that its region restricted at the moment. The code is here and you can see what it looks like on my devlog.
  • Sharing Saturday #458
    6 projects | /r/roguelikedev | 17 Mar 2023
    I couldn't find a good sound effect for the explosion, so I ended up voice acting it.
  • Sharing Saturday #457
    3 projects | /r/roguelikedev | 11 Mar 2023
    You are in luck because I'm more than happy to share! https://gitlab.com/ygingras/revengate/-/blob/main/src/ui/water.gdshader
  • Sharing Saturday #455
    5 projects | /r/roguelikedev | 24 Feb 2023
    Revengate – a steampunk roguelike for Android – Website | Git repo | Downloads
  • Sharing Saturday #454
    4 projects | /r/roguelikedev | 17 Feb 2023
    Revengate 0.4.0 went out to Google Play (also available for manual side-loading). This release includes the monsters stat page, monsters who remember what happened to them, non-aggressive rats, dialogues, and a skills system that is not exposed to the players yet, but which already reduces the number of misses during the typical encounter.
  • Sharing Saturday #450
    2 projects | /r/roguelikedev | 20 Jan 2023
    I added victory conditions, so you can finally win the game rather than infinitely bashing monsters. I have a few things to tidy up, then I will probably push a v0.3 build to Google Play next week.
  • Sharing Saturday #448
    2 projects | /r/roguelikedev | 6 Jan 2023
    You read my mind! I was stuck with my previous overly complicated and brittle level generator and I would find all sorts of excuses to browse the news rather than writing code. So I tried writing monster descriptions instead and I sent a few commissions out. I really liked the results and it boosted my motivation, so I did it again a few times. It's kind of hard to stop once you have the ball rolling, but you obviously can't make a game with only a killer bestiary, so I took a break from sourcing arts.
  • Sharing Saturday #447
    3 projects | /r/roguelikedev | 30 Dec 2022
    I merged the Godot implementation back into the main git repo. There are still a few design docs that should be updated to clarify if they refer to the Python or to the Godot code.

What are some alternatives?

When comparing shipyard and revengate you can also consider the following projects:

hecs - A handy ECS

roguelike-rust

beatmapper - A 3D editor for creating Beat Saber maps

CodenameEmpty - A text based adventure roguelite

raylib-rs - Rust bindings for raylib

blunt-quaternion - A reskinning of Nethack's core loop for 7DRL 2023

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

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

emscripten - Emscripten: An LLVM-to-WebAssembly Compiler

Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX

scheduler-test

navni - Textmode / pixel graphics display library