@@ -963,6 +963,89 @@ scripting language, and game design of programming puzzles.
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## Library & Tooling Updates
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+ ### [ genesis]
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+
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+ [ genesis] by [ @StygianLightning ] is a library for generating statically-typed
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+ ECS worlds by using a procedural macro.
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+
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+ Unlike other ECS libraries and frameworks, which do dynamic borrow-checking
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+ at runtime, you define all your components upfront and generate
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+ a completely statically typed ECS, with borrow checking done at compile time.
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+ Gone are the days of passing a World between functions,
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+ only to encounter a dynamic borrow checking problem!
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+
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+ genesis is a lightweight ECS library that doesn't provide any scheduling capabilities.
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+ Instead, you can query the storage for each component type directly.
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+ [ genesis ] : https://github.com/StygianLightning/genesis
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+ [ @StygianLightning ] : https://github.com/StygianLightning
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+
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+ ### [ Shipyard v0.5] [ shipyard-0-5 ]
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+ [ Shipyard] by [ @leudz ] is an ECS library built on top of sparse sets
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+ and focused on usability and speed.
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+ Main changes of the [ latest version] [ shipyard-0-5 ] :
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+ - The ` system! ` macro, packs, and ` Shiperator ` trait were removed.
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+ - Bulk add entity - faster way than adding entities one by one.
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+ - Accurate modification tracking by default.
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+ - No more ` try_* ` - now all functions that can fail because of storage access
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+ return a Result while almost all others panic.
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+ - More flexible workload building and debugging.
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+ - Customizable views and storages.
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+ - Significant performance improvements.
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+
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+ [ Shipyard ] : https://crates.io/crates/shipyard
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+ [ shipyard-0-5 ] : https://users.rust-lang.org/t/shipyard-0-5-release/57203
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+ [ @leudz ] : https://github.com/leudz
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+
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+ ### [ gba] v0.4
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+ [ gba] is a crate for making GBA games with Rust.
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+ This month it was updated to 0.4!
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+ It's using the new ` thumbv4-none-eabi ` target, and has
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+ an overall simpler build process than before.
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+
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+ The project is still a work in progress, but if you've wanted to try
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+ an embedded experience this is an easy way to test the waters.
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+ No hardware required!
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+ Compiled binaries can be run in a GBA emulator just fine.
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+
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+ [ gba ] : https://github.com/rust-console/gba
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+
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+ ### [ rust-gpu v0.3] [ rust-gpu-v0-3 ]
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+
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+ ![ A Sci-Fi helmet model] ( grr-gltf.jpg )
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+ _ The Khronos Sci-Fi helmet model in a [ glTF model viewer] [ grr-gltf ]
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+ created by [ @msiglreith ] using rust-gpu_
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+
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+ [ rust-gpu] is a new codegen backend by Embark Studios for Rust, aimed at making
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+ Rust a first class language for writing GPU shaders!
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+ This past month was the [ release of rust-gpu v0.3] [ rust-gpu-v0-3 ] .
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+ Some of the highlights:
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+
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+ - A lot of technical debt that was visible to users
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+ (such as #[ allow(unused_attributes)] ) was removed.
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+ - rust-gpu now also supports basic ADT enums and has a whole inference pass
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+ for storage class variables.
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+ - All Embark's shaders for their internal engine
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+ [ are now written in Rust] ( https://twitter.com/repi/status/1365256477569667075 )
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+ \- no more GLSL/HLSL, just Rust for all CPU & GPU code!
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+ Full release notes are available [ here] [ rust-gpu-v0-3 ] .
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+
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+ For more information on how to get started with using rust-gpu in your projects,
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+ check out [ the Rust-GPU Dev Guide] ( https://embarkstudios.github.io/rust-gpu/book/ ) .
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+ _ Discussions:
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+ [ /r/rust] ( https://reddit.com/r/rust/comments/lxpcc2/announcing_rustgpu_v03 ) _
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+
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+ [ rust-gpu ] : https://shader.rs
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+ [ rust-gpu-v0-3 ] : https://github.com/EmbarkStudios/rust-gpu/releases/tag/v0.3.0
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+ [ grr-gltf ] : https://github.com/msiglreith/grr-gltf
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+ [ @msiglreith ] : https://github.com/msiglreith
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+
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### [ kira]
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[ kira] by [ @tesselode ] is a game audio library tailored to composers and other
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