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Are we game yet? – A guide to the Rust game development ecosystem

arewegameyet.rs

21–30 of 139 posts

Re: Are we game yet? – A guide to the Rust game development ecosystem

#21

Some of the libraries seem stale. libovr is "Last Updated almost 5 years ago" so I guess it's abandoned? Maybe the last updated status could be brought to the arewegameyet page?

To me a metric of "last time an actual human being responded to an issue" is much more informative.

Re: Are we game yet? – A guide to the Rust game development ecosystem

#22
Peep rg3d https://github.com/mrDIMAS/rg3d and join the discord

https://discord.gg/xENF5Uh

Only tangentially related but if you are looking for a 2d graphics crate peep femtovg https://github.com/femtovg/femtovg

And join the discord https://discord.gg/V69VdVu

Re: Are we game yet? – A guide to the Rust game development ecosystem

#23
post #2

It'd be very interesting to read real-world experiences of experienced game programmers with the language itself; all the discussions around the net are purely academic. Long ago I've read on Reddit a programmer posted his detailed experience of the problems they've found on a non-trivial game, but I can't find it. I also wonder if anything changed.

I just recently came across these two videos. Using Rust For Game Development by Catherine West: https://www.youtube.com/watch?v=aKLntZcp27M Counter-rant from Jonathan Blow: https://www.youtube.com/watch?v=4t1K66dMhWk

I'm not sure if it was that first video or i saw/read about this approach somewhere else (i'm almost certain that i heard about it years before that video though), but my reaction was pretty much the same as Jon Blow's (though not so long winded :-P): aren't you just working around the borrow checker and making your own allocator with its own faux pointers via indices? Sure, it wont crash the game if your index is invalid, but you'll still access the wrong data - which can end up with hard or weird bugs and corrupted state (e.g. in savegames and/or editor).

Re: Are we game yet? – A guide to the Rust game development ecosystem

#24
Tangentially related - if anyone is new to Rust and wants to see some simple mini text game examples, I've been working on a bunch [0]. It also includes some more complicated text games:

Asylum - Choose your own adventure style interactive narrative

Knights and Barbarians - Simple turned based strategy game

Legend of the Rusty Dragon - Simple adventure game inspired by Legend of the Red Dragon

[0] https://github.com/Syn-Nine/rust-mini-games

Re: Are we game yet? – A guide to the Rust game development ecosystem

#25
post #20
post #17

Earlier quoted context omitted.

Godot is written in C++, but it has a stable C ABI, so it's pretty straightforward to include functionality written in Rust.

They have [semi?]official bindings for Rust https://github.com/godot-rust/godot-rust

I don't think there's anything official about it? Anyone can create bindings from their language of choice to GDNative.

Unless the maintainer is directly involved in godot or something (I couldn't see any evidence of this from quickly checking their profile), it looks like a community effort to me.

Re: Are we game yet? – A guide to the Rust game development ecosystem

#26
post #2

It'd be very interesting to read real-world experiences of experienced game programmers with the language itself; all the discussions around the net are purely academic. Long ago I've read on Reddit a programmer posted his detailed experience of the problems they've found on a non-trivial game, but I can't find it. I also wonder if anything changed.

I just recently came across these two videos. Using Rust For Game Development by Catherine West: https://www.youtube.com/watch?v=aKLntZcp27M Counter-rant from Jonathan Blow: https://www.youtube.com/watch?v=4t1K66dMhWk

The sutdio Catherine West worked for stopped using Rust and went back to C++ fyi.

https://www.reddit.com/r/programming/comments/atyzz4/halley_...

Re: Are we game yet? – A guide to the Rust game development ecosystem

#27

Earlier quoted context omitted.

I just recently came across these two videos. Using Rust For Game Development by Catherine West: https://www.youtube.com/watch?v=aKLntZcp27M Counter-rant from Jonathan Blow: https://www.youtube.com/watch?v=4t1K66dMhWk

I'm not sure if it was that first video or i saw/read about this approach somewhere else (i'm almost certain that i heard about it years before that video though), but my reaction was pretty much the same as Jon Blow's (though not so long winded :-P): aren't you just working around the borrow checker and making your own allocator with its own faux pointers via indices? Sure, it wont crash the game if your index is in…

Yeah, that's pretty much working as intended. The first priority of Rust's safety is crashes and security. Any other bugs that get squashed are a bonus, and you can't expect it to get all of them (whatever any overly enthusiastic evangelists might say).

Re: Are we game yet? – A guide to the Rust game development ecosystem

#28
post #2

It'd be very interesting to read real-world experiences of experienced game programmers with the language itself; all the discussions around the net are purely academic. Long ago I've read on Reddit a programmer posted his detailed experience of the problems they've found on a non-trivial game, but I can't find it. I also wonder if anything changed.

I suppose the question is what problems is rust aiming to solve in game development. From my experience languages are rarely the issue in game dev.

Re: Are we game yet? – A guide to the Rust game development ecosystem

#29
post #21

Some of the libraries seem stale. libovr is "Last Updated almost 5 years ago" so I guess it's abandoned? Maybe the last updated status could be brought to the arewegameyet page?

To me a metric of "last time an actual human being responded to an issue" is much more informative.

Doesn't help if the response was "closed, I don't care about this project anymore".

Re: Are we game yet? – A guide to the Rust game development ecosystem

#30
post #13

Earlier quoted context omitted.

I just recently came across these two videos. Using Rust For Game Development by Catherine West: https://www.youtube.com/watch?v=aKLntZcp27M Counter-rant from Jonathan Blow: https://www.youtube.com/watch?v=4t1K66dMhWk

> Counter-rant from Jonathan Blow I've just watched the first 20 minutes of that video. So far, it's all "yeah, she's basically right". When does he get to the point? I.e., what does he actually object to?

An issue that Jonathan Blow had was that one of the touted benefits of Rust is it's ownership semantics, yet the ECS (Entity Component System) that the talk demonstrated was effectively bypassing that.
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