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Top 23 Rust Gamedev Projects
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Project mention: Rerun 0.9 – a framework for visualizing streams of multimodal data | news.ycombinator.com | 2023-10-05
The creator of Rerun (Emil Ernerfeldt) also created egui [1], an immediate GUI library for Rust. The library is similar to Dear ImGui but it is written in Rust and can be used for desktop and web apps (compiles to WASM and uses WebGL, demo [2]). Desktop apps can target OpenGL (does not display correct colors on macOS, does not work in VirtualBox on Windows) or WGPU (uses native APIs for each platform, works without any problems, but the binary is a big larger).
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checkout https://fyrox.rs
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Project mention: Can someone explain how exactly are multiple languages supported in a single game engine | /r/godot | 2023-11-12
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- What server software or framework to use. Ideally, if you dont need too much vanilla features (world generation, all mobs & items implemented, etc), I'd use something lightweight that is not based off of the vanilla server software. There are a few projects like this on github, including: https://github.com/Minestom/Minestom , https://github.com/feather-rs/feather , https://github.com/KryptonMC/Krypton , https://github.com/df-mc/dragonfly (bedrock). Which one you use will probably depend mostly on your preference. - You will need a way to store data separate from the servers. A database like postgres should work. There are a lot of different databases tho!
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Thanks for the input! I decided to change it around a bit and line it up a bit closer to JavaScript, which was my original goal, something like JS but with some nice changes and less verbose (although verbosity is opt-in-able if you like, stuff like types). I'm gonna implement it over Valence Framework in Rust (https://github.com/valence-rs/valence) so it can go fast and have both low-level and high-level control.
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Project mention: Unity’s pricing is a symptom, not the cause of tougher times for the industry | news.ycombinator.com | 2023-09-14
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Mun is a statically typed language that compiles to machine code with LLVM, designed to be hot-reloadable: https://mun-lang.org/.
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If you want to automate the creation of certain code that will be nested under the src directory, and committed into source control, there are a variety of ways to do that. One option is to create a sub-crate in your project that does the code-gen and you can run it as needed. The ash project is an example of this.
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The WGPU people are still working through lock conflicts in that area. The idea with Vulkan land is that you should be able to load content while rendering is in progress. For that to be useful, all the layers above Vulkan also have to have their locking problems hammered out. Most open source game engines don't do that yet. Unreal Engine and Unity do, which is why you pay for them for your AAA title.
[1] https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/exa...
[2] https://github.com/BVE-Reborn/rend3/blob/trunk/examples/scen...
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These are issues that I'm aware of that are "tracking" the status of Rust on console:
* <https://github.com/rust-gamedev/wg/issues/90>
* <https://github.com/EmbarkStudios/rust-ecosystem/issues/18>
I say scare quote tracking because due to the nature of console NDAs it's unlikely you'll see much if any useful details in an open public forum.
The issues aren't dissimilar to those facing Godot (although it has the benefit it's able to use existing C++ compilers) and the project has previously outlined some of the issues involved:
* <https://docs.godotengine.org/en/4.0/tutorials/platform/conso...>
* <https://godotengine.org/article/godot-consoles-all-you-need-...>
The current "solution" seems to be console-related development activity occurring via the recently established W4 Games (https://w4games.com/2023/02/28/godot-support-for-consoles-is...) but that's obviously never going to be openly developed without console platform approval (same as any other game engine).
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Project mention: Kira game audio library v0.8 - spatial sounds, modulators, compressor and EQ filter effects | /r/rust | 2023-05-22
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Project mention: Let's talk about the future of Notan - Looking for maintainers | /r/rust | 2023-07-10
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I also initially followed the amazing bracket-lib tutorial, but was not satisfied with specs. Tried legion, but it seems kind of abandonned too. I choose to use shipyard in my project and I am pretty satisfied with it until now. I feel like it's a great compromise between usability and effectiveness, plus there is relatively up-to-date documentation. Maybe can you give it a try ?Shipyard
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Raylib is a really good way to make a game, it's like a much more mature Macroquad. Raylib has the Rust bindings, but they need an update. Can someone please work on the Rust bindings for raylib? https://github.com/deltaphc/raylib-rs
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Project mention: Foxtrot, the all-in-one 3D template, reaches 0.2.0 and becomes stable-ish | /r/bevy | 2023-03-20
Sprinting particles through bevy_hanabi
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Rust Gamedev related posts
- Can someone explain how exactly are multiple languages supported in a single game engine
- Bevy vs Fyrox vs ...?
- Bevy 0.12
- My Pure Rust Wishlist
- Godot is not the new Unity – The anatomy of a Godot API call
- Bevy: Open-source game engine written in Rust
- Bevy Engine| A refreshingly simple data-driven game engine built in Rust, Free and Open Source Forever!
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Index
What are some of the best open-source Gamedev projects in Rust? This list will help you:
Project | Stars | |
---|---|---|
1 | bevy | 28,713 |
2 | egui | 17,441 |
3 | Fyrox | 6,785 |
4 | gdnative | 3,514 |
5 | rx | 2,908 |
6 | feather | 2,490 |
7 | valence | 1,988 |
8 | gdext | 1,973 |
9 | mun | 1,642 |
10 | ash | 1,564 |
11 | Coffee | 1,022 |
12 | rend3 | 927 |
13 | Tetra | 833 |
14 | rendy | 809 |
15 | rust-ecosystem | 795 |
16 | quicksilver | 775 |
17 | laminar | 766 |
18 | kira | 715 |
19 | notan | 649 |
20 | shipyard | 634 |
21 | raylib-rs | 606 |
22 | bevy_hanabi | 592 |
23 | emerald | 557 |