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Rust cross-platform GPUI components

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Re: Rust cross-platform GPUI components

#141
post #136

Earlier quoted context omitted.

Why? What does Bevy lack?

There are two primary issues. In game development, for developing game features, iteration speed is the most important factor, you usually want a higher level scripting language in your game engine, so that a developer's workflow looks like this: make a simple change, hit a reload button, issue a few inputs, go back to the editor, make a simple change, repeat. Other popular game engines, more or less, solve this prob…

Have you tried using Bevy? I have used it for some pretty non-trivial use-cases (not open source), and I have found that I did not have to use the typical "RefCell>>>" stuff you talk about. There are paradigms in place for safe mutable access to the game state without jumping through hoops.

Re: Rust cross-platform GPUI components

#142
post #129

Earlier quoted context omitted.

> Other people will then be able to use Bevy for actually 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…

> Nobody makes games in Bevy though Obviously not true, latest Bevy Jam has ~100 submissions! They might not be the games you were thinking about, but they're games nonetheless. Beyond the game jams there are definitively people making games with Bevy too, but I don't think anyone of them gone mainstream (yet?) but it's a bit harsh to say no one is making games with Bevy when that's clearly not true. It takes a long…

I judge the viability of a game engine/framework based on its commercial success. This may be a bit harsh but the truth is that hobby game jams and games with complex gameplay features are two different kinds of games and the viability of Bevy for one does not automatically make it viable for the other. Bevy may be fun to use for a simple 30 minute platformer for a game jam, but try re-creating any of the big indie hits released in this year and you will quickly realize how much friction Bevy/Rust create. In fact, of all the 619 successful (>500 reviews) games released in 2025 on Steam, can you point out at least one of them made in either Bevy or Fyrox?

https://steamdb.info/stats/gameratings/2025/?min_reviews=500...

Re: Rust cross-platform GPUI components

#144

Earlier quoted context omitted.

> but unfortunately has almost no usage gpui itself is spun out of the zed editor, so I'd say it probably has more real-world usage than the majority of rust UI crates

As of August 2025, Zed had 150K monthly active users. That was before it supported Windows; the number is much higher now (although not publicly reported). I'd be very surprised to learn that any other Rust UI crate has more real-world usage than GPUI! Source: https://sequoiacap.com/article/partnering-with-zed-the-ai-po...

Iirc Cosmic Desktop uses Iced

Re: Rust cross-platform GPUI components

#145
post #82

Do these "modern" UI toolkits not have visual editors for knocking up the UI anymore? One of the strengths of Qt based UIs is that the framework has IDE like tools where creating UIs is just a matter of drag and dropping the UI widgets into a layout. No need to write code by hand. Both QtCreator and QtDesigner can support this workflow. Secondarily this comparison table has several problems when it comes to Qt. * The…

They also note that Qt6 is not themeable which is completely wrong.

Re: Rust cross-platform GPUI components

#146
post #142

Earlier quoted context omitted.

> Nobody makes games in Bevy though Obviously not true, latest Bevy Jam has ~100 submissions! They might not be the games you were thinking about, but they're games nonetheless. Beyond the game jams there are definitively people making games with Bevy too, but I don't think anyone of them gone mainstream (yet?) but it's a bit harsh to say no one is making games with Bevy when that's clearly not true. It takes a long…

I judge the viability of a game engine/framework based on its commercial success. This may be a bit harsh but the truth is that hobby game jams and games with complex gameplay features are two different kinds of games and the viability of Bevy for one does not automatically make it viable for the other. Bevy may be fun to use for a simple 30 minute platformer for a game jam, but try re-creating any of the big indie h…

> you will quickly realize how much friction Bevy/Rust create

For me the experience is completely the opposite. ECS as a pattern lets me build way larger games with more complicated and interesting gameplay than I could build before without ECS. It's something about about easy it makes to create de-coupled functions and being able to easily put things under automatic testing that makes the whole process so much smoother. Before moving to Bevy I mostly used Unreal Engine and on two projects Unity, FWIW.

> I judge the viability of a game engine/framework based on its commercial success. This may be a bit harsh

I don't think it's harsh at all, I'd do the same if I was trying to build mainstream games, and I think many other peoples do so to.

But that's also very different than "Nobody makes games in Bevy though" which is what you said at first, which is a lot less charitable than what you wrote in your comment now. I understand it's an exaggeration, but it reads as you're sour about it, rather than being interested in a conversation about it.

Re: Rust cross-platform GPUI components

#147

Earlier 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…

ECS hype and the traditional make a game/make an engine dilemma shouldn't be considered reasons to avoid the Fyrox library (or other Rust projects). Are you trying to tell something more logical? Does the "Rust gamedev scene" affect the technical merits of libraries?

Perhaps you should read the comment again, your questions don't follow from it.

Re: Rust cross-platform GPUI components

#148
post #9

Earlier quoted context omitted.

my #1 question each time I see a new UI framework

"Let's get the volume first, then worry about accessibility" That's the typical answer to these questions. Unfortunately, unless you bake it in from day #1 that's not so simple to fix afterwards.

Accessibility is apart of gpui roadmap.

Re: Rust cross-platform GPUI components

#149
post #2

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…

> but unfortunately has almost no usage gpui itself is spun out of the zed editor, so I'd say it probably has more real-world usage than the majority of rust UI crates

GPUI yes, but I'm not so sure about GPUI Component which is what I assumed the parent was talking about.

Re: Rust cross-platform GPUI components

#150
post #38

Earlier quoted context omitted.

I used `iced` but admittedly I also used a lot of elbow grease. Custom Theme, custom widgets and lots of passion to get it to look Just Right.

Cool. Any publicly available source code? If not, any screenshots at least? I'm curious as what Iced is capable of (with extra widgets/themes/etc. like you mentioned).

Unfortunately it's closed source and we're invite-only at this point so I can't share, but hopefully in a few weeks

I do share screenshots and screen recordings every now and then in the iced Discord but I've so far refrained from posting about it on HN which is a much bigger audience

I suppose the best description of the UI is a mashup of VSCode and Figma

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