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rg3d: Rust 3D game engine with an FPS demo game and scene editor

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71–80 of 143 posts

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#71
This is awesome!!!! It would be cool if there were some binary releases, at least for the shooter example. I'm not sure if there's anything huge blocking that though?

Also I'm admittedly not rust-proficient yet but would the cargo run command be cross-platform dependent, or is this a windows-only thing right now?

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#72

This is awesome!!!! It would be cool if there were some binary releases, at least for the shooter example. I'm not sure if there's anything huge blocking that though? Also I'm admittedly not rust-proficient yet but would the cargo run command be cross-platform dependent, or is this a windows-only thing right now?

`cargo` is like `make` but fancy. so `cargo build` is the same as say running `make`

it is very much cross platform, and actually much easier to get working under GNU/Linux, *nix, or (ick) JobsOS.

https://rustup.rs/ has the install scripts

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#73
post #52

Earlier quoted context omitted.

Ranges and fold expressions take care of that.

that's true and I am very excited for ranges. sadly I am still waiting for c++17 to be switched on in my build system :/ still there's lots of other stuff that's more verbose in c++ than rust, often because it was bolted on much later. think about getting individual elements out of a tuple. in c++: `std::get (tuple)` for each desired element or `std::tie(elt0, std::ignore, elt2) = tuple;` in rust: `tuple.0`, not sure…

C++ has structured destruction now.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#74
post #64
post #19

Earlier quoted context omitted.

Generics, and also heavy use of traits and macros can make code hard to follow IMO.

I can't quantify it, but I get the impression that the Rust community is starting to turn against unnecessary use of generics and proc macros of late, albeit largely because of their impact on compile/link times rather than readability.

I think macros are incredibly powerful when used parsimoniously, but can make code completely inscrutable and surprising when overused.

There's probably an unavoidable trade-off between the flexibility and expressiveness of a language and readability (and possibly compile times). It's part of the reason I would recommend a more restrictive language like Go in a professional setting, even if I would rather program in Rust at home.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#75

Earlier quoted context omitted.

I have nothing against it, and it being a single person project. But the fact remains, it's far behind Unity, Unreal and Godot.

You need to look at this as result/time. Godot has been around for six years, the others for much longer. This has been around for a year and again, it's a one person project. What do you expect?

Well, I'm talking from the point of view of a user. Why would I choose this engine over Godot, Unity, Unreal? Just because it's a single-person project?

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#76

Earlier quoted context omitted.

You need to look at this as result/time. Godot has been around for six years, the others for much longer. This has been around for a year and again, it's a one person project. What do you expect?

Well, I'm talking from the point of view of a user. Why would I choose this engine over Godot, Unity, Unreal? Just because it's a single-person project?

I don't know what to tell you. Don't? Why did people care about Godot in 2015 when Unity was around? For the same reason.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#77
post #43

I have started playing with Bevy [1], so I wonder how this compares from an ECS point of view? I am a beginner at Rust, so any insight would be appreciated. Thanks! Great to see gamedev taking off on Rust! [1] https://bevyengine.org/

Bevy right now has little to show for itself besides a somewhat clean ECS api.

Yes, the full demo of this engine is enticing. Thanks.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#78
post #54

Earlier quoted context omitted.

While I agree, Rust also suffers from it, where " C with Classes" gets turned into "Rust with unsafe", although not required.

Unsafe is not as big of a deal as people make it seem.

It's also not nearly as prevalent as people from outside the ecosystem seem to think it is. I read a lot of "any non-trivial Rust code will have to use unsafe" and I guess that means that all of the code I've worked on is trivial.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#79
post #56

This looks really impressive! Given that Rust -> WebAssembly is at least a thing, would it be plausible for someone to make that rusty-shooter demo work in a browser?

There is also a problem with rg3d-sound - it supports only Windows and Linux right now. So there will be no sound on other OSes. I've tried to add at least macOS backend by myself, but I failed all attempts to install macOS on virtual machine :(

Hey what about someone donate a Mac to mrDIMAS? Might pay back =)

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#80
post #52

Earlier quoted context omitted.

c++ is a bit more verbose than rust. think about all the stdlib functions that take begin and end iterators for containers. there's an overload for std::set_difference that takes six arguments, five of them being iterators.

Ranges and fold expressions take care of that.

Ranges don't really exist yet.
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