tangle
kajiya
tangle | kajiya | |
---|---|---|
2 | 19 | |
1,156 | 4,575 | |
- | 0.9% | |
2.0 | 4.4 | |
about 1 year ago | 3 months ago | |
TypeScript | Rust | |
MIT License | 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.
tangle
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Ambient: The Multiplayer Game Engine
This seems like a mostly very well thought out design (I have a qualm about one detail but maybe they're hiding it), I've been rebuilding an old prototype of mine in a very similar way.
The DoD ECS pattern should allow for easy state/log shipping to clients, with those 2 parts you can easily build what fighting games terms as "rollback" based netcode.
Rollback is often characterized as complicated but clean, the truth is that if you structure your data around rollback capable simulation from day one it becomes easy (and DoD ECS naturally fits there just like shipping to separate CPU parts back on the PS3)
This "trick" of fully shipping state images isn't exactly new, some emulators has done memory image shipping in the past and Ian Kattlewell published a WASM-heap shipping experiment(1) recently that works on the same principle.
Compared to the snapshot/heap shipping of emulators/WASM is that Ambient should allow for server introspection and upgrades of state.
Overall I like Ambient, and I'd recommend a look. Only big omission I see right now is audio being missing and it can be a tricky part to synchronize (due to how mixing works).
1: https://github.com/kettle11/tangle
- Simple Multiplayer / Networked WebAssembly
kajiya
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Portable, cross-platform, reliable 3D library?
There's also Kajiya, though it's very new and works on a limited range of GPUs.
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What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
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Strolle: pretty lightning, 🌈 global illumination 🌈, 6D hashmaps, progress report with a dungeon scene!
I'm also aware of https://github.com/EmbarkStudios/kajiya/, which has a pretty neat documentation:
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Ambient: The Multiplayer Game Engine
> You can't even achieve PS2-era graphics with Rust right now
That's just straight up false:
https://github.com/EmbarkStudios/kajiya
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Star citizen vs Unreal engine 5, how do you think it will fare?
There you go
- Kajiya Render – Global Illumination Overview
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Bevy Jam #1
What do you think of the Kajiya renderer from Embark Studios. Is there a desire from the core developers to improve the plugin and maybe use as a default renderer?
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WGPU setup and compute shader feedback - and Tutorial.
A good example of what you can do with rust-gpu is kajiya from rust-gpu's creators. You'll notice that every shaders are not using complex enum, traits or even vector (no_std) from Rust.
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Bevy 0.6
I know nothing about game engines/programming/design, but I have recently read about https://github.com/EmbarkStudios/kajiya and wondered if bevy could benefit from it?
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Bevy game engine v0.6.0 released
This release constitutes a massive rendering API rework. You can think of it more as a foundation that makes it easier to implement better rendering features in the future.
If you check the release notes[0], you'll see HDR/Bloom support was dropped at the last minute, and several other major rendering features are still pending implementation.
The great part about Bevy is that it's modular, so you can swap out the renderer if you like. There's already several people using Bevy with Embark's kajiya renderer[1].
[0] https://bevyengine.org/news/bevy-0-6/#what-s-next-for-bevy
[1] https://github.com/EmbarkStudios/kajiya