wgpu-rs VS bevy-website

Compare wgpu-rs vs bevy-website and see what are their differences.

wgpu-rs

Rust bindings to wgpu native library (by gfx-rs)

bevy-website

The source files for the official Bevy website (by bevyengine)
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wgpu-rs bevy-website
16 16
1,699 180
- 3.3%
9.0 9.4
almost 3 years ago 1 day ago
Rust JavaScript
Mozilla Public License 2.0 MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

wgpu-rs

Posts with mentions or reviews of wgpu-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-30.
  • Using WGPU + crates directly or Bevy?
    1 project | /r/rust_gamedev | 4 Jul 2022
    You could start with one of examples from wgpu and tinker with it to see if that's your thing. Ie. copy hello-triangle and add more triangles / make them move, etc.
  • gfx-rs ecosystem releases v0.8
    3 projects | /r/rust | 30 Apr 2021
    wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
  • Rust shader translator is 2.5x faster
    1 project | news.ycombinator.com | 27 Apr 2021
  • GPU compute shader for SHA256 using Rust!
    3 projects | /r/rust | 25 Apr 2021
    rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
  • GPU programming .. SYCL
    2 projects | /r/rust | 15 Apr 2021
  • Bevy 0.5
    14 projects | /r/rust | 6 Apr 2021
    For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
  • Bevy 0.5: data oriented game engine built in Rust
    10 projects | news.ycombinator.com | 6 Apr 2021
    We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
  • Help a newbie (in this language) to find directions :)
    1 project | /r/rust_gamedev | 2 Apr 2021
    It's the same thing, the Rust implementation is just called[wgpu](https://wgpu.rs/)
  • Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
    6 projects | /r/rust_gamedev | 30 Mar 2021
    Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!
  • Newbie questions on design patterns in Rust
    2 projects | /r/rust_gamedev | 21 Mar 2021
    Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.

bevy-website

Posts with mentions or reviews of bevy-website. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-12.
  • The Bevy Foundation
    3 projects | news.ycombinator.com | 12 Mar 2024
    https://github.com/bevyengine/bevy-website/issues/1097 Yep, on our wishlist and will be added :)
  • Bevy 0.11: ECS-driven game engine built in Rust
    1 project | news.ycombinator.com | 9 Jul 2023
    We'd like to open the floodgates on Bevy Book development asap. This taking so long has largely been my fault ... I've been overly protective of the Bevy Book while also not giving it the attention it deserves. Here is our current plan: https://github.com/bevyengine/bevy-website/issues/623#issuec..., which I'd like to execute during the next cycle.
  • Android support?
    1 project | /r/bevy | 26 Feb 2023
    Latest Progress: https://github.com/bevyengine/bevy-website/pull/550/files
  • Bevy 0.8
    19 projects | /r/rust | 30 Jul 2022
    I do want previews though.
  • Programming a Rogue-Like with Rust
    9 projects | news.ycombinator.com | 12 Jul 2022
    API docs, examples and the revised book: https://github.com/bevyengine/bevy-website/pulls?q=is%3Aopen...

    Strongly agreed on the need for better introductory material; the existing book is extremely incomplete.

    > I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.

    I know of 2 released commercial projects, the CAD team, a few indie devs who have started and 3 or so small studios who are looking to start. There's a little thread in the Discord where I've rounded folks up: [Bevy in production](https://discord.com/channels/691052431525675048/995713618526...).

  • Bevy 0.6 to 0.7 Migration Guide
    1 project | /r/rust | 16 Apr 2022
  • How Bevy uses Rust traits for labeling
    1 project | /r/rust | 10 Jan 2022
    We also do some real cleverness around split borrows in order to enable automatic system parallelism. This draft book page goes into more concrete details :)
  • Bevy 0.6
    24 projects | /r/rust | 8 Jan 2022
    Can do
  • Not Snake - my first game released made with Bevy
    3 projects | /r/rust_gamedev | 20 Aug 2021
    I used the unofficial bevy cheatbook a lot to learn the ropes. Everyone on the discord is super friendly and helpful and the official documentation is being updated, you can check out the PRs on the book branch
  • Bevy’s First Birthday: a year of open source Rust game engine development
    9 projects | /r/gamedev | 10 Aug 2021
    If you're curious about the ECS side of things, that chapter is now ~approximately complete, and should make an excellent learning resource: https://github.com/bevyengine/bevy-website/pull/182

What are some alternatives?

When comparing wgpu-rs and bevy-website you can also consider the following projects:

ash - Vulkan bindings for Rust

wgpu - Cross-platform, safe, pure-rust graphics api.

gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.

gdnative - Rust bindings for Godot 3

awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community

CodeLLDB - A native debugger extension for VSCode based on LLDB

bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine

bevy_prototype_lyon - Draw 2D shapes in Bevy

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

Godot - Godot Engine – Multi-platform 2D and 3D game engine

gpuweb - Where the GPU for the Web work happens!

bevy - A refreshingly simple data-driven game engine built in Rust