Rust ants-simulator Projects
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Project mention: 3 years of fulltime Rust game development, and why we're leaving Rust behind | news.ycombinator.com | 2024-04-26I've experienced a lot of these concerns while building https://github.com/MeoMix/symbiants
I have a simple question that maybe someone smarter than me can answer confidently:
If I want to build something akin to Dwarf Fortress (in terms of simulation complexity) as a browser-first experience - what stack should I choose?
Originally, I prototyped something out using React, PixiJS, and ReactPixi (https://github.com/MeoMix/antfarm). The two main issues I ran into were the performance of React's reconciler processing tens of thousands of entities when most weren't changing (despite heavy memoization) and GC lurching due to excess object allocations. My takeaway was that if I wanted to continue writing in JS/TS that I would need to write non-idiomatic code to avoid excess allocations and abandon React. This approach would result in me effectively creating my own engine to manage state.
I decided to not go that direction. I chose Rust because no GC is a language feature (especially good since GCs in WASM are heavy) and I chose Bevy because it seemed like a fairly structured way to mutate a large amount of code.
Progress has been slow for a lot of the reasons listed in this article. I've written a lot of this off to WASM being a new frontier for game dev and rationalized it by noting there's not a lot of complex simulation games running in browser (that I'm aware of). It's not clear to me if that's actually true, though.
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Project | Stars | |
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1 | symbiants | 199 |
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