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$ show streetartist/scrawl

[account ↗] [repo ↗] APPLICATION ★ 319 6 ● active (last update 1 month ago)
reviewed by: deepseek/deepseek-v4-flash

Scrawl is a 2D game engine that fuses a Python-facing API with a high-performance Rust runtime built on Bevy and PyO3. It targets developers who want Scratch-like simplicity (sprites, scenes, broadcasts, event decorators) and Godot-like depth (node tree, signals, physics bodies, animation). The Python package (`scrawl`) provides classes for Game, Scene, Sprite2D, RigidBody2D, Camera2D, Timer, Tween, and more, all of which transparently synchronize with a Bevy ECS backend via a shared command queue and dirty-flag system. A visual IDE (`scrawl_ide`) built with PySide6 offers scene editing, code editing, asset management, property inspection, an AI chat panel, and a game runner that launches the engine as a subprocess. The Rust side comprises 13+ crates (core, render, physics, audio, particles, navigation, animation, tilemap, UI, scripting, bridge, editor protocol), though several remain disconnected from the main binary (e.g., audio, particles, navigation). The overall architecture is dual-process: the IDE writes generated Python scripts to disk and spawns the engine binary, which uses named pipes for editor-server protocol. This is purely an application; there is no data analysis or machine learning component.

RATING7.0/10
QUALITY6.8/10
MAINTENANCEactive
DRIFTmedium
CONTRIBUTORS1
VELOCITY0.78
OPEN ISSUES0
CLOSED ISSUES1
LAST COMMIT1 month ago
Files by Type (count)
Python
72
Rust
40
TOML
16
Markdown
11
Other (.svg)
10
Lock File
2
Other (.png)
2
Text
2
YAML
1
Git Ignore
1
Other (no ext)
1
Other (.scrawl)
1
Files by Type (size)
Python
648KB
Rust
258KB
Other (.svg)
150KB
Lock File
147KB
Markdown
41KB
Other (no ext)
34KB
Other (.png)
20KB
Other (.qss)
11KB
TOML
7KB
YAML
2KB
Git Ignore
1KB
Other (.scrawl)
422B

The LLM identified 3 files worth highlighting for reuse:

Implements a generic coroutine scheduler for Python generators that yield millisecond delays. Uses a `WakeMap` to track pending yields and a `run_frame` method to advance all ready coroutines, advancing Python generators via `__next__`. Decoupled from specific game logic; could be extracted into a standalone crate for any dual-language runtime that needs cooperative multitasking over Python generators.

file: crates/scrawl-scripting/src/coroutine.rs ↗ | tags: #coroutine-scheduler #generator-advancement #time-delay

Provides a Godot-inspired Signal class with `connect`, `disconnect`, and `emit` methods. Uses weak references to avoid memory leaks and supports one-shot connections via `connect_one_shot`. The implementation is minimal, self-contained, and generic enough to be reused in any Python project needing decoupled event communication. Demonstrates non-obvious skill in handling connection removal during emission and thread safety (though not explicitly claimed).

file: python/scrawl/signals.py ↗ | tags: #signal-system #observer-pattern #event-emission

Central runtime that bridges Bevy ECS and Python script state. Manages spawning/despawning of dynamic subtrees (`spawn_dynamic_subtree`), processes `PythonCommand` enums (NodeAdd, NodeRemove, Broadcast, etc.), syncs physics back to Python objects, advances coroutines, and dispatches events. The use of a single GIL acquisition per frame (`python_frame_system`) with a `GILState` resource is a performant pattern. The module is tightly coupled to Scrawl's component types but the architecture of a command-driven bridge with batched processing is a reusable reference for any Rust-Python game engine.

file: crates/scrawl-bridge/src/runtime.rs ↗ | tags: #rust-python-bridge #node-lifecycle #dirty-sync
Last analyzed: 2026-09-26 07:59:23.665778
Next check: 2026-10-03 07:59:23.664703
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