pgx
bevy
pgx | bevy | |
---|---|---|
19 | 574 | |
2,376 | 32,489 | |
- | 2.4% | |
9.6 | 9.9 | |
about 1 year ago | 1 day ago | |
Rust | Rust | |
MIT License | 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.
pgx
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Write Postgres functions in Rust
It uses pgx (https://github.com/tcdi/pgx) which is our more generalized framework for developing Postgres extensions with Rust.
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Why not Rust for Omnigres?
It's a great question, considering I've been using Rust for a number of years now, and I generally advocate its use for its rich ecosystem, safety and tooling. I actively contribute to pgx, a library for building Postgres extensions in Rust. Yet, Omnigres appears to be all done in C.
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Supabase Wrappers: A Framework for Building Postgres Foreign Data Wrappers
Our release today is a framework which extends this functionality to other databases/systems. If you’re familiar with Multicorn[1] or Steampipe[2], then it’s very similar. The framework is written in Rust, using the excellent pgx[3].
We have developed FDWs for Stripe, Firebase, BigQuery, Clickhouse, and Airtable (all in various “pre-release” states). The plan is to focus on the tools we’re using internally while we stabalize the framework.
There’s a lot in the blog post into our goals for this release. It’s early, but one of the things I’m most excited about.
[0] Postgres FDW: [https://www.postgresql.org/docs/current/sql-createforeigndat...
[1] Multicorn: https://multicorn.org/
[2] Steampipe: https://steampipe.io/
[2] pgx: [https://github.com/tcdi/pgx](https://github.com/tcdi/pgx)
- Apache Age, a PostgreSQL Extension with Graph Database Functionality
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Postgres FTS vs the new wave of search engines
BTW one nice easter egg is that with pgx there is actually no reason that we can't build even better search solutions inside the database itself.
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Postgres Full Text Search vs. the Rest
> That thread led me to a project/product idea where you take an existing Postgres instance used for normal products or whatever, replicate it to various read only clusters with a custom search extension loaded and some orchestrator sitting on top (I’ve written most of one in rust that uses 0mq to communicate with it’s nodes) and create drop in search from existing databases with a nice guided web gui for automatic tuning suitable for most business use cases.
Very interesting idea -- just want to add one thing, write it in rust (with pgx?[0]) :)
[0]: https://github.com/tcdi/pgx
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Show HN: pg_idkit, a Postgres extension for generating exotic UUIDs
Hey HN,
It turns out choosing a good database-optimized UUID (and deciding whether to use serial, etc) isn't quite so simple, and I finally got a chance to do some exploration, write about it[0].
One of the reasons Postgres is the best open source database out there is it's extensibility -- so I hacked up a small extension for generating some of the more exotic (but crucially, lexicograhically sortable) UUID generation mechanisms:
https://github.com/t3hmrman/pg_idkit
This idea has been bumbling around my head for a while, but I finally got a chance to build it while working with Supabase on a post about IDs[0]!
Most of the heavy lifting is done by pgx[1] which is an amazing framework for building Postgres extensions in Rust. I think we are very early to the trend of amazing postgres extensions built in Rust, and it's yet another reason that it's an exciting time to be all-in on Postgres.
[0]: https://supabase.com/blog/choosing-a-postgres-primary-key
[1]: https://github.com/tcdi/pgx
[0]: https://supabase.com/blog/choosing-a-postgres-primary-key
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Introducing pg_idkit: an extension for generating lexicographically sortable UUIDs (UUIDv6-8, CUID, Timeflake) in Postgres
The extension is still WIP but for those of ya'll that like Rust it's built on pgx which has excellent DX. The rust involved isn't complicated -- I'm basically laundering the functionality from other crates that are listed in the README.md.
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GitHub - supabase/pg_jsonschema: PostgreSQL extension providing JSON Schema validation
Seems to be using this: https://github.com/tcdi/pgx
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Show HN: Pg_jsonschema – A Postgres extension for JSON validation
- https://github.com/furstenheim/is_jsonb_valid
pgx[0] is going to be pretty revolutionary for the postgres ecosystem I think -- there is so much functionality that can be utilized at the database level and I can't think of a language I want to do it with more than Rust.
[0]: https://github.com/tcdi/pgx
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?
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
Amethyst - Data-oriented and data-driven game engine written in Rust
code - Source code for the book Rust in Action
Godot - Godot Engine – Multi-platform 2D and 3D game engine
postgrest - REST API for any Postgres database
Fyrox - 3D and 2D game engine written in Rust
supabase-graphql-example - A HackerNews-like clone built with Supabase and pg_graphql
piston - A modular game engine written in Rust
feophant - A PostgreSQL inspired SQL database written in Rust.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
timescale-analytics - Extension for more hyperfunctions, fully compatible with TimescaleDB and PostgreSQL 📈
specs - Specs - Parallel ECS