tfjs
bevy
tfjs | bevy | |
---|---|---|
29 | 574 | |
18,124 | 32,358 | |
0.3% | 2.0% | |
8.6 | 9.9 | |
8 days ago | 4 days ago | |
TypeScript | 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.
tfjs
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JavaScript Libraries for Implementing Trendy Technologies in Web Apps in 2024
TensorFlow.js
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Deep Learning in JavaScript
Many people seem to be unaware of tensorflow.js, an official JS implementation of TF
https://github.com/tensorflow/tfjs
I'd love to see PyTorch in JS, but I think unless you get it running on the GPU it won't be able to do much.
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Machine Learning in NodeJS || Part 1: TensorflowJS Basics
TensorflowJS GitHub Repository
- PyTorch Primitives in WebGPU for the Browser
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I want to talk about WebGPU
Also, Tensorflow.js WebGPU backend has been in the works for quite some time: https://github.com/tensorflow/tfjs/tree/master/tfjs-backend-...
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WebGPU Fundamentals
It's a pity that tfjs never truly developed any decent ops. E.g. you need lgamma to implement the cap for zero-inflated poisson regression and tfjs simply doesn't have that: https://github.com/tensorflow/tfjs/issues/2011
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Chrome Ships WebGPU
People have been doing it for long with WebGL, see eg https://github.com/tensorflow/tfjs and https://cloudblogs.microsoft.com/opensource/2021/09/02/onnx-...
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How to get rotation (yaw/pitch/roll) from face detection keypoints?
thanks, no not unity, going to show it as a demo with threejs + tensorflow on the web. I found a github request to add face orientation https://github.com/tensorflow/tfjs/issues/3835 looks like they assigned someone to add it but doesn't look like its available yet, but there's some posts about the math I can use to get rotations based on some of the landmarks
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[P] Supporting neural network inference in web browsers
There already exist a wide variety of neural network inference engines that run in web browsers (e.g. TensorFlow.js and, my personal favorite for use with PyTorch models, ONNX Runtime Web), but pre- and post-processing has always required imperative manipulations on flat buffers rather than a clean ndarray interface.
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Tensorflow JS model crashing on mobile
Full docs and code: https://github.com/tensorflow/tfjs/tree/master/e2e/benchmarks/local-benchmark
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?
face-api.js - JavaScript API for face detection and face recognition in the browser and nodejs with tensorflow.js
Amethyst - Data-oriented and data-driven game engine written in Rust
webhl - WebHL is a fork of hlviewer.js that uses the File System Access API to load game assets direct from your computer rather than from a server.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
lightweight-human-pose-estimation.pytorch - Fast and accurate human pose estimation in PyTorch. Contains implementation of "Real-time 2D Multi-Person Pose Estimation on CPU: Lightweight OpenPose" paper.
Fyrox - 3D and 2D game engine written in Rust
BlazePose-tensorflow - A third-party Tensorflow Implementation for paper "BlazePose: On-device Real-time Body Pose tracking".
piston - A modular game engine written in Rust
openpose - OpenPose: Real-time multi-person keypoint detection library for body, face, hands, and foot estimation
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
firecracker - Secure and fast microVMs for serverless computing.
specs - Specs - Parallel ECS