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EmbarkStudios
rust-ecosystem
Rust2021–2024
EmbarkStudios / rust-ecosystem · Archived

rust-ecosystem

Rust wants & tracking for Embark 🦀

7Distinct people
10Mentions
0Explicit recommenders
1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Rust wants & tracking for Embark 🦀

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 12:54:37 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year10 dated mentions

Observed mentions: 2021-02-07 15:32:28 UTC to 2024-08-23 03:34:16 UTC.

012342021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC312
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC404

What Hacker News says

10 sources
It looks like they're still actively maintaining a bunch of rust crates, and they're still developing Wim (their blobby Roblox competitor written in rust). They have pulled back from the rust ecosystem quite a bit though since repi (their former CTO) left shortly after The Finals released. They stopped all their FOSS sponsorships, and there was [this PR](https://github.com/EmbarkStudios/rust-ecosystem/commit/61f0e...) which definitely doesn't inspire confidence.
In Rust GPU Transitions to Community Ownership
Notice the (2021). Read the change in which Embark's CTO backs off from Rust.[1] They were building their own rendering ecosystem, but seem to have backed off from that. The mainstream Rust 3D ecosystem just isn't good enough yet. I've brought this up before. The core crate for 3D is WGPU. This is a layer which tries to cover Vulkan, Metal, OpenGL, DX12, Android, and WebGPU targets. It works, but there are performance compromises to support all those different targets. Supporting web and Android means giving up some parallelism on desktop. The main alternative to WGPU is Vulkano, and MoltenVK, which is an adapter for Apple's Metal. (Apple just had to Think Different, which is why many games are not ported to MacOS.) It's OK, but it's really just a subset of Vulkan on top. Same parallelism problem, although not for any essential reason. Al
Read the rest
l those offer a Vulkan-type API, which is rather low level. The caller has to manage GPU memory and scheduling. For that, there's Bevy, which is a whole game engine framework. Good work has been done in Bevy, but it's a framework, so you do it their way or not at all. There's Rend3, which is just a crate to manage memory and scheduling. I use that. It's been abandoned. I may have to take up maintaining that. Nobody is pushing these towards maximum performance and quality. Nobody has a good modern big-world 3D shooter on these stacks. All this stuff works fine if you're doing simple scenes. If you're pushing towards, say, the level of a 10 year old AAA title, it's not there. Modern Unreal Engine, not even close. Not enough money behind it. [1] https://github.com/EmbarkStudios/rust-ecosystem/commit/61f0e...
In Homegrown Rendering with Rust (2021)
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
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...) but that's obviously never going to be openly developed without console platform approval (same as any other game engine).
In Rust – Are We Game Yet?
One has to start somewhere, https://security.googleblog.com/2022/12/memory-safe-language... https://twitter.com/dwizzzlemsft/status/1578532292662005760?... https://devclass.com/2022/06/21/rust-applications-previewed-... https://aws.amazon.com/fargate/ https://krustlet.dev/ https://github.com/EmbarkStudios/rust-ecosystem https://research.activision.com/publications/2021/09/the-rus... Carbon is still an AST interpreter with half baked language design, and it remains to be seen how many of the features are to be designed. From Carbon, Val, Cpp2, Circle, the last one is the only one that has a chance to actually provide a proper migration path from classical C++. If I would have to put money in any of those wannabe C++ replacements, Circle would be it.
In How I got involved in the Rust community
Someone else already answered with the link to the official Godot information page[0] which can be summarized as: * Godot dev team isn't a commercial entity with console development license agreements. * Even if they were, the console support couldn't be truly Open Source due to licensing & NDA agreements with the console manufacturers. * There are third parties who have ported Godot to consoles who may work with you port your own Godot game. * You could always port it yourself. Another aspect that they don't mention is that for the Godot dev team themselves to support consoles they'd essentially have to create an entire parallel development infrastructure (repo, issue tracking, CI etc etc) per console to maintain the NDA confidentially requirements. In regard to Rust, they were another example I mentioned up thread about this very situat
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ion: """ The situation is also the same for other FLOSS projects, e.g. the Rust language, where the issues tracking game console support basically say "if you have the ability to develop for (current) game consoles, you also know we can't talk about it here where others aren't under manufacturer NDA": https://github.com/rust-gamedev/wg/issues/90 https://github.com/EmbarkStudios/rust-ecosystem/issues/18 https://www.reddit.com/r/rust/comments/jtqgn4/q_feasibility_... """ So, the "something" that is "preventing opensource lowbudget projects from shipping to console" is manufacturer license agreements/NDAs that are the antithesis of & a barrier to cross-company Open Source development. :) [0] https://docs.godotengine.org/en/3.0/tutorials/platform/conso...
In Godot 3.3
> console development. Curious if you had a direct experience with the console side of things with your game? Also, can I provide you an opportunity to promote your game by asking you to tell us more about the game you shipped? :) (The rest of this isn't directed at you but more trying to clarify the Godot console situation for anyone else interested.) I've noticed there seems to be a lot of misunderstanding (particularly by "less commercially experienced" game devs) in relation to Godot's "console support" or apparent lack thereof. Godot do now at least have a page[1] to directly address the issue and clarify the situation which can be mostly summed up with: "... there is no engine that is legally allowed to distribute console export templates without requiring the user to prove that they are a licensed console developer." and: "Console
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ports of Godot are offered by third-party companies (which have ported Godot on their own)." I seem to recall there was one FLOSS game engine that got a grant or something to incorporate support for some XBox initiative (that wasn't "full devkit support" level) but for every other major console there's no engine that has FLOSS code supporting it--and if it did then no one could probably tell anyone about it because of NDAs. :D As a side note[0]: "Additionally, there is some unofficial third-party work being done on building for some consoles. However, none of this is included in the default build scripts or export templates at this time." The situation is also the same for other FLOSS projects, e.g. the Rust language, where the issues tracking game console support basically say "if you have the ability to develop for (current) game consoles, you also know we can't talk about it here where others aren't under manufacturer NDA": https://github.com/rust-gamedev/wg/issues/90 https://github.com/EmbarkStudios/rust-ecosystem/issues/18 https://www.reddit.com/r/rust/comments/jtqgn4/q_feasibility_... Hope your game is selling well. :) [0] https://docs.godotengine.org/en/stable/about/faq.html#which-... [1] https://docs.godotengine.org/en/stable/tutorials/platform/co...
In Godot 3.3

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