tauri
bevy
tauri | bevy | |
---|---|---|
470 | 574 | |
77,375 | 32,358 | |
1.2% | 2.0% | |
9.8 | 9.9 | |
8 days ago | 5 days ago | |
Rust | Rust | |
Apache License 2.0 | 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.
tauri
- Ask HN: Best stack for building a desktop app?
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Tauri CRUD Boilerplate
Hi, dear Tauri! Long time no see. I published my first post, Developing a Desktop Application via Rust and NextJS. The Tauri Way almost a year ago. Since then, Tauri has become stronger. I'm happy about that! And now, I am very pleased to make a useful contribution to the Tauri community. As a full-stack developer, I frequently face situations where I need to start a DB-based UI project as fast as possible. It's stressful if I need to start the project from 100% scratch. I prefer to keep some boilerplates on hand, which will save me time and nerves and will be the subject of this article.
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Show HN: Floro – Visual Version Control for static assets and strings
Hey Thanks!
Just electron & vite. I might actually migrate off electron, Tauri (https://tauri.app/) seems to be getting more stable and it's gotten great reviews.
I think this is the boilerplate I used though https://github.com/cawa-93/vite-electron-builder.
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3D and 2D: Testing out my cross-platform graphics engine
Well the great thing about WebAssembly is that you can port QT or anything else to be at a layer below -- thanks to WebAssembly Interface Types[0] and the Component Model specification that works underneath that.
To over-simplify, the Component Model manages language interop, and WIT constrains the boundaries with interfaces.
IMO the problem here is defining a 90% solution for most window, tab, button, etc management, then building embeddings in QT, Flutter/Skia, and other lower level engines. Getting a good cross-platform way of doing data passing, triggering re-renders, serializing window state is probably the meat of the interesting work.
On top of that, you really need great UX. This is normally where projects fall short -- why should I use this solution instead of something like Tauri[2] which is excellent or Electron?
[0]: https://github.com/WebAssembly/component-model/blob/main/des...
[1]: https://github.com/WebAssembly/component-model/blob/main/des...
[2]: https://tauri.app/
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Interview with Colin Lienard, Founder of GitLight
Welcome to the 2nd episode of our series “Building with Tauri”, where we chat with developers who build amazing projects and products using Tauri.
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Building W-9 Crafter
Tauri seemed like the "thing" I should switch to because everybody loves Rust (heh), and because it ships significantly smaller apps.
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Tauri + React + ShadcnUI
First of all, I will be using npm as my package manager but feel free to use whatever you prefer. Find more info here.
- Slint 1.5: Embracing Android, Improving Live-Preview, and Pythonic Slint
- Shoes makes building little graphical programs for Mac, Windows, Linux simple
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Tauri - Rust, Js and Native Apps
Today I'm talking about Tauri! Do you know all the various tools that allow you to develop native applications starting from web languages? They often need an intermediate compilation, in the middle of which you end up encountering various problems not always transparent and directly solvable with a language mostly detached from native development. On the other hand, there's still the ease of developing attractive and easily usable interfaces, which are more difficult to develop with low level languages.
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?
Wails - Create beautiful applications using Go
Amethyst - Data-oriented and data-driven game engine written in Rust
neutralinojs - Portable and lightweight cross-platform desktop application development framework
Godot - Godot Engine – Multi-platform 2D and 3D game engine
dioxus - Fullstack GUI library for web, desktop, mobile, and more.
Fyrox - 3D and 2D game engine written in Rust
Electron - :electron: Build cross-platform desktop apps with JavaScript, HTML, and CSS
piston - A modular game engine written in Rust
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
iced - A cross-platform GUI library for Rust, inspired by Elm
specs - Specs - Parallel ECS