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

arewegameyet.rs

41–50 of 139 posts

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

#41
post #29
post #21

Earlier quoted context omitted.

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".

Aren’t these websites manually created though? In which case, a simple check every month for “new issues with responses, and if so, are they not abandoned” would be nice

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

#42
post #29

Earlier quoted context omitted.

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

Aren’t these websites manually created though? In which case, a simple check every month for “new issues with responses, and if so, are they not abandoned” would be nice

They are, but information about if a project is still actively maintained or if it's simply feature complete (data structures come to mind), should be automated in some way, otherwise information becomes stale if the maintainer of that site isn't actively maintaining it (ironically).

From what I've experienced, these sites largely go via passive maintainance, ie, based on pull requests and issues, not actively developing or updating things.

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

#43

Are there any resources for developing 2D game graphics, especially for hobbyists? It seems like game development articles focus so much on frameworks and just assume everyone knows where to find / how to make graphics, audio, etc. I would be especially interested in a high level "how to make a game" that didn't go so in-depth into the programming details but which did include procuring the assets and perhaps some st…

You might want to look at bevy, there are some great tutorials available for it: https://bevyengine.org/

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

#44

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

Good work!

I'm still waiting on Rust to mature a bit, but I might experiment with building a game in something aside from Unity for my next project.

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

#45
post #35

Not deeply familiar with Rust but with its memory management concept does it allow for something like arena allocator?

Yes, but for now only if you use custom data structures.

Custom allocator support for the std types (Vec, HashMap, etc) is coming, but at a snails pace.

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

#46
post #9
post #7

I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…

The rise of Unity (C#) and Godot (GDScript or C#) would make me think that most game code is starting to move away from raw C++ — but of course the core engine code is still C++ indeed.

"would make me think that most game code is starting to move away from raw C++"

Godot is talked about on Hacker News but it's nowhere in the industry, as for C++ it's the default language for games and it will be the case for the foreseeable future.

I feel that there is a real disconnect between hacker news and people working in the industry.

Most people here don't seem to understand how different it is from your regular CRUD app compagny.

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

#48
post #7

I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…

The vast majority of games are indeed developed in other languages than C++. The native languages of the most widely used game platforms are C# for anything done with Unity, Java/Kotlin for Android, and Swift/Objective-C for iOS.

The C ABI is the lingua franca still, you can call it from all of the above. And you can expose a C ABI for your Rust library.

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

#49
post #44

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

Good work! I'm still waiting on Rust to mature a bit, but I might experiment with building a game in something aside from Unity for my next project.

You should check out wgpu for rendering https://github.com/gfx-rs/wgpu.

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

#50
post #46
post #9

Earlier quoted context omitted.

The rise of Unity (C#) and Godot (GDScript or C#) would make me think that most game code is starting to move away from raw C++ — but of course the core engine code is still C++ indeed.

"would make me think that most game code is starting to move away from raw C++" Godot is talked about on Hacker News but it's nowhere in the industry, as for C++ it's the default language for games and it will be the case for the foreseeable future. I feel that there is a real disconnect between hacker news and people working in the industry. Most people here don't seem to understand how different it is from your reg…

Engine development and game development are two different things. For gameplay/scripting, even in 90s there were alternative languages. The way Unreal uses C++ (i.e. as scripting) is not different to how Unity uses C#.
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