tao
bevy
tao | bevy | |
---|---|---|
11 | 574 | |
1,075 | 32,745 | |
- | 3.2% | |
7.7 | 9.9 | |
8 months ago | 4 days ago | |
Rust | Rust | |
Mozilla Public License 2.0 | MIT OR Apache-2.0 |
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tao
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What backwards-incompatible changes would you make in a hypothetical Rust 2.0?
If you want some prior work on this, I've implemented effect-objects-as-return-values in my own language Tao, using uniqueness types. There's still work to be done, but I think it's sufficient as a proof of concept that this approach is viable without type soup.
- Why does Rust have parameters on impl?
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What are Rust’s biggest weaknesses?
I've personally found through my experiments working on my language Tao that having effects be a property of the return value and not the function itself is very useful and opens up a lot of doors, like iterators that generate effectful values and more precise control over when side effects occur and in what context.
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Hey Rustaceans! Got a question? Ask here! (29/2022)!
If you’d like to see some examples of great error messages written by a language with a parser combinator, I recommend you check out tao, which is parsed via chumsky, and provides rust-like error messages with the help of ariadne! I have been fiddling with writing my own language for a while now, and after trying out the alternatives, I found Chumsky to be great to work with, and can not recommend it enough. There are also great examples that you can find in the repo as well!
- Tao: A statically-typed functional language
- Tao: 一种静态类型的函数式语言 (Tao: A statically-typed functional language)
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Hacker News top posts: Jul 5, 2022
Tao: A statically-typed functional language\ (0 comments)
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Write your own programming language in an hour with Chumsky
I've been developing both throughout the development of Tao, my own hobby language. It's since developed quite an extensive syntax (see here for an example: https://github.com/zesterer/tao/blob/master/examples/99.tao), so you can count it as evidence that chumsky scales to complex grammars: https://github.com/zesterer/tao
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?
statix - lints and suggestions for the nix programming language
Amethyst - Data-oriented and data-driven game engine written in Rust
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
pom - PEG parser combinators using operator overloading without macros.
Fyrox - 3D and 2D game engine written in Rust
mlton - The MLton repository
piston - A modular game engine written in Rust
owo - Export your OneNote note collection to Obsidian, Logseq, Org Mode or any other plain text note-taking app! [Moved to: https://github.com/alopezrivera/OneNoteExporter]
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
chumsky - Write expressive, high-performance parsers with ease.
specs - Specs - Parallel ECS