bevy
egui
bevy | egui | |
---|---|---|
576 | 204 | |
32,980 | 20,342 | |
1.9% | - | |
9.9 | 9.8 | |
5 days ago | 2 days ago | |
Rust | Rust | |
MIT OR Apache-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.
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
egui
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Macroquad egui DevTools: Rust Game Debugging UI
Probably the hardest part, if you are new to egui, is to work out how to display the widgets you want. The egui demo site is quite handy in this regard. It features the egui widgets, and has GitHub links to the Rust code used to make each widget. This will help you replicate them in your own project.
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Egui 0.27 – easy-to-use immediate mode GUI for Rust
Thanks for the feedback!
It is definitely fixable. Take a look at https://github.com/emilk/egui/issues/996 for some examples of how others have styled egui, or try out https://app.rerun.io/
Styling is done with `ctx.set_style`, but creating a nice style isn't very easy at the moment (basically you'll have to tweak constants in code, and then recompile). I'm working on making it easier as we speak though!
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Rust for Embedded Systems: Current State, Challenges and Open Problems
Nothing is wrong with that, it’s rather a workaround, ultimately I am trying to have one language only including the UI too (been playing with egui),so I don’t have to use JavaScript.
https://github.com/emilk/egui
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We sped up time series by 20-30x
FWIW, I opened an issue: https://github.com/emilk/egui/issues/4046
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Immediate Mode GUI Programming
That's fair. I don't have experience with other immediate mode libraries. It's good to hear that it's not an intrinsic limitation
https://github.com/emilk/egui?tab=readme-ov-file#layout Here the author discusses the issue directly. They note that there are solutions to the issue, but that they all come with (in their opinion) significant drawbacks.
For my use case, if I have to do a lot of manual work to achieve what I consider behavior that should be handled by the framework, then I don't find that compelling and am inclined to use a retained mode implementation.
- Egui: Immediate mode GUI in Rust on web and native
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Ask HN: What software do you use for IoT devices and server
It totally depends on what IoT and what purpose, for example:
IIoT/PLC/industrial automation: most likely you will have to use vendors software, most if the time it’s crap, and a mix of several tech stacks like MSSQL/C#/C++
Sensors and such: depends on what are you building or using the sensors: the protocol mostly is MQTT, and if you would store it in a db postrrsql, elasticsearch, surreldb, influxdb among the most I used.
Robots/drones: on what I build, I use protobuf/grpc for performance and cross-language and direct linux socket io, and where needed websocket but mostly for any web interaction rather than the protocol itself. The tech stack for those, the embedded side is up to you or sometimes based on the sdk you are dealing with, the backend/frontend however, I used to use go/nodejs and for frontend svelte or a simple js library/framework, but recently I’m shifting and redoing everything in rust, embedded, backend and frontend (using something like egui https://github.com/emilk/egui).
When it comes to IoT, I try as much as possible to stay away from python unless you are scripting something else done in go/c++/rust, look at python as a glorified bash script, it’s useful for that or other data science work, but not in IoT.
Same goes with other tech you mentioned, it might suit one case but not another, for example, MQTT is good for sensor IoT type, but good luck controlling a drone with it, mongodb might be great to store a fleet of robots with its access credentials and such, but if you try to use it to store realtime data, it might not perform as expected, and so on.
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GUI library for fast prototyping
AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
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Rerun 0.9 – a framework for visualizing streams of multimodal data
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).
[1] https://github.com/emilk/egui
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Textual Web: TUIs for the Web
> [...] you can build UIs that are snappy and keyboard driven.
That's not an advantage that is exclusive to TUIs; after all, you're running your TUI inside a graphical application that emulates a terminal. (Unless you're rocking an actual VT102, in which case I bow down to you.)
In fact there's an entire class of applications that are extremely snappy and keyboard driven, by their very nature: games.
Some people have taken to writing GUI apps like you'd write a game, and the effects range from OK to fantastic. Check out Lagrange (https://gmi.skyjake.fi/lagrange/), AppManager (https://tildegit.org/solene/AppManager), Dear ImGUI (https://github.com/ocornut/imgui), egui (https://github.com/emilk/egui), and many others.
What are some alternatives?
Amethyst - Data-oriented and data-driven game engine written in Rust
iced - A cross-platform GUI library for Rust, inspired by Elm
Godot - Godot Engine – Multi-platform 2D and 3D game engine
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
Fyrox - 3D and 2D game engine written in Rust
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
piston - A modular game engine written in Rust
druid - A data-first Rust-native UI design toolkit.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
slint - Slint is a declarative GUI toolkit to build native user interfaces for Rust, C++, or JavaScript apps.
specs - Specs - Parallel ECS
Slint - Slint is a toolkit to efficiently develop fluid graphical user interfaces for any display: embedded devices and desktop applications. We support multiple programming languages, such as Rust, C++ or JavaScript. [Moved to: https://github.com/slint-ui/slint]