This looks to be one of the most complete Rust UI creates (in terms of available widgets/components), but unfortunately has almost no usage (yet). I do see their docs are coming along now. Another very complete one is fyrox-ui used by the fyrox game engine: https://crates.io/crates/fyrox-ui . Again, not really used/known outside of fyrox. The Rust UI scene is maturing, but the most popular options (iced, egui, dioxus…
Fyrox is such a blackpill for me (makes me doubt the Rust gamedev scene), because Fyrox appears to be the most mature Rust game engine, but nobody uses it or cares about it. Instead everyone is excited about the Entity-Component-System in Bevy, but once all the rough edges of Bevy are smoothed out, people excited about the ECS are going to realize they don't actually want to make art, or create game mechanics, they w…
Rust cross-platform GPUI components
121–130 of 225 posts
Re: Rust cross-platform GPUI components
#122This looks to be one of the most complete Rust UI creates (in terms of available widgets/components), but unfortunately has almost no usage (yet). I do see their docs are coming along now. Another very complete one is fyrox-ui used by the fyrox game engine: https://crates.io/crates/fyrox-ui . Again, not really used/known outside of fyrox. The Rust UI scene is maturing, but the most popular options (iced, egui, dioxus…
Fyrox is such a blackpill for me (makes me doubt the Rust gamedev scene), because Fyrox appears to be the most mature Rust game engine, but nobody uses it or cares about it. Instead everyone is excited about the Entity-Component-System in Bevy, but once all the rough edges of Bevy are smoothed out, people excited about the ECS are going to realize they don't actually want to make art, or create game mechanics, they w…
Bevy gets all the hype, but Fyrox has more maturity in a lot of surface area.
Bevy is led by a large team, and the leadership is ex-Google.
Fyrox is one solo Russian developer with 10x engineering output.
Bevy is ECS, Fyrox isn't.
Bevy does a great job marketing itself, it has a foundation and a large community, and people are excited to try and use ECS.
Re: Rust cross-platform GPUI components
#123Earlier quoted context omitted.
FWIW that reply was from a different person :D In my case I did mean "I can write/maintain a UI rich/polished enough to pass as a 'shrink wrapped'"
> I did mean "I can write/maintain a UI rich/polished FWIW, you wrote that you actually HAVE done so, not just that you think you could: " but I've been able to build incredibly rich, enterprise-ready UI with Rust today. " Unless one has actually done so, and maintained/extended over a period of time, and not solo but with others, I don't know that one can be certain that a UI toolkit is good enough; certainly, it wo…
I hear your point, but it's important to note I'm not making those claims and I don't think all of that needs to be true for it to be some value of "enterprise-ready". You and I may disagree on the meaning of that term, and that's fine.
Re: Rust cross-platform GPUI components
#124Earlier quoted context omitted.
>What is the likelihood of an attack on a desktop program via memory unsafety? Low. What's the likelihood of someone entering your house if it's unlocked? Also low, and yet you lock it.
A desktop program is already in a locked house - your desktop - which I can't login to.
Re: Rust cross-platform GPUI components
#125Excited about the future of Rust GUI development, this is fantastic.
Re: Rust cross-platform GPUI components
#126Earlier quoted context omitted.
> I've been able to build incredibly rich, enterprise-ready UI with Rust today. Which UI crate did you use? The word "enterprise" caught my eye. So far I haven't found a Rust UI crate that I found rich enough, so I'm curious your experience.
I've had a lot of success with egui. We've needed to do some weird stuff and I've always been pleasantly surprised to see that the API is expressive enough that we're always able to work within the bounds of the library. Great documentation too. I have a feeling iced would work similarly well but the documentation situation wasn't as good last I checked.
And if you're on Discord, the community is 10/10. I'm there all the time and always helping newcomers, and so are many others.
Re: Rust cross-platform GPUI components
#127Earlier quoted context omitted.
They do, but you have to look into the right ones, from ex-Qt employees, https://slint.dev/ You can make use of Figma integration for something similar to Qt Design Studio. Too many folks nowadays don't seem to fully understand how powerful GUI designers for native code used to be. You always get some arguments about pixel perfect positioning, completly ignoring the fact most of them had layout managers available, ev…
The thing that irks me about slint is the use of the more restrictive GPLv3-only which prevents it from being incorporated into a project which is licensed GPLv3-or-later. I don't get why it is done like that.
Re: Rust cross-platform GPUI components
#128This looks to be one of the most complete Rust UI creates (in terms of available widgets/components), but unfortunately has almost no usage (yet). I do see their docs are coming along now. Another very complete one is fyrox-ui used by the fyrox game engine: https://crates.io/crates/fyrox-ui . Again, not really used/known outside of fyrox. The Rust UI scene is maturing, but the most popular options (iced, egui, dioxus…
Fyrox is such a blackpill for me (makes me doubt the Rust gamedev scene), because Fyrox appears to be the most mature Rust game engine, but nobody uses it or cares about it. Instead everyone is excited about the Entity-Component-System in Bevy, but once all the rough edges of Bevy are smoothed out, people excited about the ECS are going to realize they don't actually want to make art, or create game mechanics, they w…
And to be fair, not every great engineer is a great writer, artist, composer, or any other role one might like to have on board for making a game.
Re: Rust cross-platform GPUI components
#129Earlier quoted context omitted.
Fyrox is such a blackpill for me (makes me doubt the Rust gamedev scene), because Fyrox appears to be the most mature Rust game engine, but nobody uses it or cares about it. Instead everyone is excited about the Entity-Component-System in Bevy, but once all the rough edges of Bevy are smoothed out, people excited about the ECS are going to realize they don't actually want to make art, or create game mechanics, they w…
That's OK though. Other people will then be able to use Bevy for actually making a game. And to be fair, not every great engineer is a great writer, artist, composer, or any other role one might like to have on board for making a game.
Nobody makes games in Bevy though, Bevy is just a very good, modern graphics tech demo, not something suitable for developing actual games. Even the biggest title out there, Tiny Glade, is just a level editor with precisely zero gameplay features. Bevy's "popularity" (on social media, not among game developers) is entirely hype-driven by people that do not actually make games at all.
Re: Rust cross-platform GPUI components
#130This looks to be one of the most complete Rust UI creates (in terms of available widgets/components), but unfortunately has almost no usage (yet). I do see their docs are coming along now. Another very complete one is fyrox-ui used by the fyrox game engine: https://crates.io/crates/fyrox-ui . Again, not really used/known outside of fyrox. The Rust UI scene is maturing, but the most popular options (iced, egui, dioxus…
Fyrox is such a blackpill for me (makes me doubt the Rust gamedev scene), because Fyrox appears to be the most mature Rust game engine, but nobody uses it or cares about it. Instead everyone is excited about the Entity-Component-System in Bevy, but once all the rough edges of Bevy are smoothed out, people excited about the ECS are going to realize they don't actually want to make art, or create game mechanics, they w…