zero-to-production
bevy
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zero-to-production | bevy | |
---|---|---|
85 | 572 | |
4,647 | 32,060 | |
- | 3.4% | |
4.4 | 9.9 | |
24 days ago | 5 days ago | |
Rust | 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.
zero-to-production
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Empowering Web Privacy with Rust: Building a Decentralized Identity Management System
Zero to Production in Rust - Book by Luca Palmieri: An in-depth book that guides readers through building a fully functional backend application in Rust, from zero to production.
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Rust books to read
And the book "Zero To Production In Rust - An introduction to backend development", I didn’t read it yet but seems pretty good
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How to read a YAML configuration file in my Rust service?
It’s a lot simpler if you add serde to the mix (derive Deserialize for your settings types). Have a look at the example from the Zero to Production book: https://github.com/LukeMathWalker/zero-to-production/blob/main/src/configuration.rs
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Ask HN: What to use for a Rest API written in Rust?
You probably want to check out the Zero to Production book which is about using Rust for back-end development.
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I’ve fallen in love with rust so now what?
If your'e more into a tutorial with a book https://www.zero2prod.com/ is really good. You gonna build a newsletter service. With all the good stuff in backend development.
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Hyper – A fast and correct HTTP implementation for Rust
If you want to build a backend in Rust, Axum (which uses hyper underneath) is pretty recommended these days, as it's all in the tokio ecosystem. Actix Web is good too, but it has its own ecosystem of libraries. I read the book Zero To Production in Rust [0] which was a great overview on not just Rust but scalable backend architectures as a whole.
Interestingly, Cloudflare wanted to use hyper but found that it was too correct, so they had to build their own [1].
[1] https://blog.cloudflare.com/how-we-built-pingora-the-proxy-t...
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Conversion?
In addition to the book, which has already been recommended. If you’re specifically into backend you should try Zero to Production. Luca really knows what he’s talking about, and it’s an excellent overview of backend rust and the development process in general.
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Do you know any programming tutorials where somebody explains how to write an app from the architecture point of view?
I highly recommend the book Zero to Production in Rust which also has an associated GitHub. I like the style of the writing and the explanations used within the book. Even though it uses Rust, the concepts seem to work in any language - I have applied the concepts to both Go and Python in the past.
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Opensource to learn from?
I would recommend you a book - "Zero to Production in Rust" https://www.zero2prod.com/
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Simple projects to practice Rust?
if you want to learn more about web backend development there is nothing better then https://www.zero2prod.com/
bevy
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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
- Not only Unity...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
What are some alternatives?
rust-by-example - Learn Rust with examples (Live code editor included)
Amethyst - Data-oriented and data-driven game engine written in Rust
realworld-axum-sqlx - A Rust implementation of the Realworld demo app spec using Axum and SQLx.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
axum - Ergonomic and modular web framework built with Tokio, Tower, and Hyper
Fyrox - 3D and 2D game engine written in Rust
black-hat-rust - Applied offensive security with Rust - https://kerkour.com/black-hat-rust
piston - A modular game engine written in Rust
rust-blog - Educational blog posts for Rust beginners
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
tour_of_rust - A tour of rust's language features
specs - Specs - Parallel ECS