wg
gdnative
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wg
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Embedded Rust Education: 2023 Reflections & 2024 Visions
Inspired by James Munns's call, and as 2023 is coming to an end, I figure it's a good opportunity to reflect and look forward to 2024. It's been a bit over 1.5 years since I embarked on my embedded Rust journey and it's been nothing less than exciting since. So here it goes.
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In search of Rust projects to contribute
Because you are an embedded guy. There is the https://github.com/rust-embedded/wg working-group. Rust on embedded is really on a got track forward. There are many chips/vendors that are supported both in no std / std rust world, but still there is a lot of niche things where you can actively help to be the first to get it run in Rust.
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Rust β Are We Game Yet?
To specifically answer your question, here:
* <http://www.areweembeddedyet.com/>
It currently redirects to:
* <https://rust-embedded.org>
Which doesn't really contain anything other than a link to <https://github.com/rust-embedded>.
(via <https://github.com/rust-embedded/wg/issues/15>)
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Google announce secure Rust-based OS for embedded system
Then the Rust Embedded workgroup provides: - Direction on how to using generics and zero-sized types to achieve functional safety - svd2rust, which provides safe abstractions to peripheral access from SVD files and achieves this functional safety - The embedded HAL spec, which makes porting to different vendors/hardware easy - Peripheral access controllers and HALs for various vendors & hardware
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What are your guys' thoughts on Rust?
The Rust Embedded Devices Working Group curates a list of useful embedded Rust resources, including Peripheral Access Crates (autogenerated from SVD files), embedded-hal Implementation Crates (hand-written libraries implementing the traits (interfaces) specified by the embedded-hal), and Board Support Crates.
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Question about Rust's binary size
You should also look at https://github.com/rust-embedded/wg/issues/41 and https://github.com/rust-lang/rust/pull/55011#issuecomment-429336055.
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Things you canβt do in Rust (and what to do instead)
Here's an interesting discussion, consolidated here. My view is you should use a restricted scope atomic (as best as can be supported) and interact with that through a handler struct. I.e. no global state.
- Semantic Versioning Will Not Save You
- Is there a embedded community/website where it is modern?
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Would it be possible to run Rust on the new Raspberry Pi Pico?
Most of the issues are explained in EWG RFC 419. The TL;DR is that some resources need to implement Send to be usable from interrupts, but they must not be sent across cores.
gdnative
- Can someone explain how exactly are multiple languages supported in a single game engine
- Will rust ever become a first class citizen in Godot?
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Non web-based crossplatform GUI frameworks focused on security
It's a little less standard use, but Godot has been used to build application guis, which could be paired with rust bindings to implement app logic. I can't speak to reproducibility/scalability, but Godot's ui is extremely solid, and I'd probably choose that over Bevy until Bevy's ui progress matures.
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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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Why is it so difficult to learn to use Bevy?
Check this: https://github.com/tomuxmon/bevy_roguelike if you are still into bevy. Scheduling is a bit bork and I have not found time to port it to latest bevy. But most of the systems should work fine(if used on latest bevy). But again. If you want faster result go with something like Godot. In fact, just go with Godot. It is mature, easy to start, no lock in(free and MIT license), a lot of learning material. Also with Godot you can also use Rust https://godot-rust.github.io/. Ditch Unity (do not have time to explain π ). Have fun!
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GDScript is fine
Bevy Godot-Rust
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Rust β Are We Game Yet?
> Same for Godot.
While likely true that it's "Unlikely to ever be as supported" as the 4 officially supported languages[0] ("GDScript, C#, and, via its GDExtension technology, C and C++."), Godot's GDExtension technology is specifically intended for use in adding support for other languages.
The most relevant tracking issue for Rust is presumably:
* <https://github.com/godot-rust/gdnative/issues/824>
Which links to:
* <https://github.com/godot-rust/gdextension>
[0] https://docs.godotengine.org/en/4.0/getting_started/step_by_...
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OK so whose gonna tell them
...Godot v3.x has Rust support via godot-rust and Godot v4.0 is released as of this month?
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Godot 4.0 is out
I was curious, and looked it up. Nothing built in, but there's an interesting project that works with godot: https://godot-rust.github.io/
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There's the Rust Player still going wrong subreddit?
There's people working on it: https://godot-rust.github.io/
What are some alternatives?
rust-semverver - Automatic checking for semantic versioning in library crates
bevy - A refreshingly simple data-driven game engine built in Rust
pico-examples
Godot - Godot Engine β Multi-platform 2D and 3D game engine
flip-link - Adds zero-cost stack overflow protection to your embedded programs
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
erdtree - A modern, cross-platform, multi-threaded, and general purpose filesystem and disk-usage utility that is aware of .gitignore and hidden file rules.
macroquad - Cross-platform game engine in Rust.
not-yet-awesome-embedded-rust - A collection of items that are not yet awesome in Embedded Rust
wgpu - Cross-platform, safe, pure-rust graphics api.
TX-2-simulator - Simulator for the pioneering TX-2 computer
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.