surrealdb
bevy
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surrealdb | bevy | |
---|---|---|
93 | 574 | |
25,191 | 32,358 | |
2.3% | 4.3% | |
9.8 | 9.9 | |
5 days ago | about 21 hours ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | 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.
surrealdb
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Show HN: I made a tool to easily compare pricing of developer tools and services
you should add https://surrealdb.com -- basically an open source firebase. and they will launch a paid cloud offering soon.
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Task tracker application using NextJS and SurrealDB
In this article, I have shared how I have built a simple task-tracking full-stack application using NextJS and SurrealDB.
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The one thing I do not like about the Nix package manager (and a fix for it)
In this article, I'll show you how you can create a binary package for your desired program. I wanted to download the SurrealDB package, but the package on nix was a source package, meaning that I had to spend over 50 minutes waiting for a stupid package to compile.
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2024 Web Development Wish List
Get Cloud Version going!
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Live Queries in Rust
SurrealDB comes with a LIVE SELECT statement that allows you to listen for creations, updates and deletions to specific records you are interested in or entire tables. While you could already take advantage of this powerful feature with our JavaScript SDK or WebSockets, the Rust SDK added an API for it in v1.1.0. The Rust API for live queries builds on top of the already existing select method by simply adding a live method which converts the select query into a live select one. It works seamlessly with our current API, so you can use it with single records, a range of records, or entire tables. Unlike the normal select method which returns either a single result or a vector of results, it returns a stream of notifications. This works for the WebSocket engine and the local ones (the key value stores you can embed in your app). The only engine not yet supported is the HTTP one. In this article, we show some examples of running live queries via the Rust SDK. We will skip imports for brevity but your IDE and/or the Rust compiler should give you the correct suggestions. Please refer to this example in our repo for a full, working example.
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SurrealDB 1.0
1.0 version but https://github.com/surrealdb/surrealdb/issues/1548 is still open :)
- SurrealDB Dependents
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How to Design a SurrealDB schema and create a basic client for TypeScript
In the midst of a dynamic landscape of exciting new projects, one name shines bright — SurrealDB.
- SurrealDB 1.0 Live
- SurrealDB the Scalable Rust SQL/NoSQL/Graph DB Released v1.0.0 Today
bevy
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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.
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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.
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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)
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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
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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-...
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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
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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
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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...
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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?
pocketbase - Open Source realtime backend in 1 file
Amethyst - Data-oriented and data-driven game engine written in Rust
tikv - Distributed transactional key-value database, originally created to complement TiDB
Godot - Godot Engine – Multi-platform 2D and 3D game engine
neon - Rust bindings for writing safe and fast native Node.js modules.
Fyrox - 3D and 2D game engine written in Rust
tantivy - Tantivy is a full-text search engine library inspired by Apache Lucene and written in Rust
piston - A modular game engine written in Rust
drizzle-orm - Headless TypeScript ORM with a head. Runs on Node, Bun and Deno. Lives on the Edge and yes, it's a JavaScript ORM too 😅
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Apache AGE - Graph database optimized for fast analysis and real-time data processing. It is provided as an extension to PostgreSQL.
specs - Specs - Parallel ECS