ui-mock | gdext | |
---|---|---|
7 | 12 | |
15 | 2,475 | |
- | 5.5% | |
8.5 | 9.7 | |
6 days ago | 5 days ago | |
Rust | Rust | |
- | Mozilla Public License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
ui-mock
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Rust hello world app for Windows 95, cross-compiled from Linux, no MSVC
It's quite possible to develop Rust for Windows without using Windows.
Try my open source "ui-mock".[1] This is a test of the cross-platform stack. Just get the repository with "git clone", and make sure you have Rust installed for target "x86_64-pc-windows-gnu". See the Cargo.toml file for build instructions.
This is a game-type user interface. It's just some menus and a 3D cube. It doesn't do much, but it exercises all the lower levels. This allows debugging cross-platform problems in a simple environment. The main crates used are winit (cross-plaform window event handling), wgpu (cross-plaform GPU handling), rfd (cross-platform file dialogs), keychain (cross-platform password storage), egui (Rust-native menus and dialogs), and rend3 (safe interface to wgpu). For graphics, it uses Vulkan, so it will run on Windows back to the last release of Windows 7. Not Windows 95, though; it's 64-bit. It will also run under Wine, so you don't even need a Windows system to test.
My metaverse client uses the same stack. It's compiled on Linux, and runs on both Linux and Windows. So I'm building a high-performance 3D graphics program for Windows without even owning a Windows system or using any Microsoft software.
[1] https://github.com/John-Nagle/ui-mock
- Really frustrated. [Warning: Bit of a negative rant]
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We're still not game, but there has been progress. A progress report.
Profiling on the CPU side is well handled by tracy, which is a game-oriented profiler. My programs render-bench and ui-mock are prepped for Tracy, as is Rend3, so you can try it out on them.
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We're not really game yet.
ui-mock -- game GUI test fixture This exercises rfd->egui->rend3->wgpu. It's a game GUI with menus and dialogs, but no game behind it, just a 3D drawing of a cube. It's useful for making bugs in that stack repeatable. That's been helpful in wringing out obscure bugs in egui.
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Kind of quiet. So, my wishlist
Egui works well with Rend3. Here's my example and library for that. It's a dummy game UI; no game, but brings up menus atop Rend3 3D. Egui is very low level. Each dialog takes a lot of code. Something to generate dialogs from some kind of template would be useful. I have many of those to do. Incidentally, does anyone have examples of good color themes for egui? The default is shades of black on black, which is a bit harsh. I'd like to see some examples where the aesthetics are better.
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My Return to Desktop Applications
There's an attempt to make this work for Rust desktop applications. There's the winit crate, which does cross-platform windowing and event loops. There's egui, for menus and subwindows. There's rfd, for file dialogs, which are special for security reasons. And there's wgpu, for cross-platform 3D.
I'm using all of these in my ui-mock,[1] which is a GUI for a game without the game. It has 3D graphics with 2D GUI elements on top. I'm using this to shake down all the cross-platform problems for my metaverse client. My own code, which is 100% safe Rust, has no platform dependent code.
Results are pretty good. There's minor dirty laundry in those libraries, which has been reported to the various maintainers. Stuff like this:
- You can get a file dialog hidden behind the main window, which, in a full screen program, is a real problem. Mostly a Linux problem; works fine on Windows.
- Full screen on Windows mode under Wine 7 crashes Wine. Known Wine bug.
- Warnings from WGPU, but it works around all of them with some minor performance loss.
- Cross-platform packaging, to make a Windows installer without Windows, isn't implemented yet.
So, not big stuff. A lot of stuff works that you might not expect to work, such as profiling with tracy. Wgpu is taking care of Vulkan vs Apple's Metal. (Apple just had to Think Different, to the annoyance of everybody doing 3D.) Opening a web page in the default browser is cross-platform. You can cross-compile - I build the Windows version on Linux, without using any Microsoft tools.
With some more work, I could make this work on WASM and Android as well, but that requires some special casing, mostly because WASM doesn't have proper threads.
So cross-platform desktop development is working pretty well. Most of the problems I'm running into would not appear in a more typical application.
[1] https://github.com/John-Nagle/ui-mock
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Godot + Rust dev in MacOS
I have a Rend3/Egui/WGPU program, https://github.com/John-Nagle/ui-mock
gdext
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Voronoi, Manhattan, random
As an alternative, you can code in C++ or C#. If desired, Godot has bindings for other languages, such as Rust. Going ahead—in the end, C++ came in handy and useful for the project.
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Modern Java/JVM Build Practices
The world has moved on though to opinionated tools, and Rust isn't even the furthest in that direction (That would be Go). The equivalent of those two lines in Cargo.toml would be this example of a basic configuration from the jacoco-maven-plugin: https://www.jacoco.org/jacoco/trunk/doc/examples/build/pom.x... - That's 40 lines in the section to do the "defaults".
Yes, you could add a load of config for files to include/exclude from coverage and so on, but the idea that that's a norm is way more common in Java projects than other languages. Like here's some example Cargo.toml files from complicated Rust projects:
Servo: https://github.com/servo/servo/blob/main/Cargo.toml
rust-gdext: https://github.com/godot-rust/gdext/blob/master/godot-core/C...
ripgrep: https://github.com/BurntSushi/ripgrep/blob/master/Cargo.toml
socketio: https://github.com/1c3t3a/rust-socketio/blob/main/socketio/C...
- GDext: Rust Bindings for Godot 4
- Unity’s pricing is a symptom, not the cause of tougher times for the industry
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Godot 4.1 Is Released
Starting with Godot 4.0, they now support GDExtension which allows you to basically write your own game code in C++ (and other languages), then have the engine import your code: https://docs.godotengine.org/en/stable/tutorials/scripting/g.... There is also a set of Rust bindings that utilize GDExtension too: https://github.com/godot-rust/gdext.
They might be worth looking into.
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Bevy, Fyrox or Godot, which has better 3D graphics performance and Wayland support?
Godot currently has 2 versions, the 3.X LTS version has a different api for which rust support ist fully there, that version is I think like 6months old and quite mature. The timeline for GDExtention Rust is difficult to predict but this is the status: https://github.com/godot-rust/gdext/issues/24
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What is Rust's potential in game development?
Adding onto this, I successfully written a game in Godot using gdnative / gdext. I started with a split approach using gdscript and rust for CPU intensive but found that the API layer was slow at transferring large amounts of data (serialization?). I ended up rewriting it in all rust and it worked like a charm. I was able to target native and web assembly, the web assembly was much slower but worked on the browser.
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Thinking of migrating from Roblox, have some questions
You can always port performance-sensitive parts of your code later to C#, or even Rust using GDExtension modules: https://github.com/godot-rust/gdext
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Adding scripts written in Rust to nodes with GDExtension
I’ve recently switched from my own custom game engine written in Rust to Godot and want to use my knowledge in Rust to create game logic. I’ve looked at the book for godot-rust and can’t figure out how to use it properly. My goal is to write Rust code and implement it as a script in Godot 4.
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Really frustrated. [Warning: Bit of a negative rant]
To add to your point, here’s also godot-rust if you want something semi-native in godot
What are some alternatives?
couchbase-lite-C - C language bindings for the Couchbase Lite embedded NoSQL database engine
awesome-godot - A curated list of free/libre plugins, scripts and add-ons for Godot
Ambient - The multiplayer game engine
dipa - dipa makes it easy to efficiently delta encode large Rust data structures.
openjpeg - Official repository of the OpenJPEG project
xml-mut - xml mutation language resembling sql
rend3 - Easy to use, customizable, efficient 3D renderer library built on wgpu.
gdsdecomp - Godot reverse engineering tools
cargo-bundle - Wrap rust executables in OS-specific app bundles
piston - A modular game engine written in Rust
ttrss-sandstorm - Sandstorm port of Tiny Tiny RSS
Arrow - Game Narrative Design Tool