shipyard
shipyard | scheduler-test | |
---|---|---|
5 | 2 | |
665 | 63 | |
- | - | |
7.0 | 0.0 | |
9 days ago | almost 3 years ago | |
Rust | JavaScript | |
GNU General Public License v3.0 or later | - |
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shipyard
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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.
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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
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I hope my new-to-programming-enthusiasm gives you all a little nostalgia
Shipyard (Rust)
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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
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[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 :)
scheduler-test
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React Renderer for Three.js
this is the test you are referring to: https://github.com/drcmda/scheduler-test it tested against severe stress. the cubes had artifical runtime delay, which would clog the main thread. the github repo now contains a vanilla test that you can run, it will block your cpu for 1-2 seconds. this is repeated every 2 seconds. a vanilla app trying to get through this will consequently go to its knees, but react can schedule it away.
this btw, as absurd as it may seem to you, is a react feature. the upcoming react 18 release is pretty much based on it.
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React Fiber - Yay or nay?
this is complete bs though, he merely removed the stress from the stress-test, the very thing it's testing against. the updated test is here: https://github.com/drcmda/scheduler-test it includes the stress test (500 instances of text geometry), re-created every 2 sec. simply creating them takes 1-2 seconds. svelte, like everything else is going to choke on this. react on the other hand can balance load.
What are some alternatives?
hecs - A handy ECS
react-three-fiber - 🇨🇠A React renderer for Three.js
beatmapper - A 3D editor for creating Beat Saber maps
awsm-web
raylib-rs - Rust bindings for raylib
dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine
emscripten - Emscripten: An LLVM-to-WebAssembly Compiler
x_ite - X_ITE X3D Browser, view and manipulate X3D and VRML scenes in HTML.
shipyard-scenegraph