Live data from Hacker News

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

arewegameyet.rs

61–70 of 139 posts

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

#61
post #58

Earlier quoted context omitted.

(They are making a joke about the game named “Rust”)

Can't believe I wooshed that one after years of telling lost redditors on /r/rust "you're probably looking for /r/playrust"

:D

(A few months ago, I actually gave the game a try. I had a good time and it was very funny to post about.)

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

#62

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…

This is hard to do in a one-size-fits-all fashion because there's a wide range of 2d techniques, tools, and processes available, depending on a multitude of factors, some example ones being:

- Game genre / mechanics

- Your team size/skill sets/experience

- Game engine

- Target platform(s)

- Monetization strategy

2d games in particular support a wide variety possibilities. If you narrow it down I can more easily point you in the direction of specific helpful resources.

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

#63
post #26

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

The sutdio Catherine West worked for stopped using Rust and went back to C++ fyi. https://www.reddit.com/r/programming/comments/atyzz4/halley_...

... because Catherine West left for personal reasons and so it was easier to shift the project over to their existing and already working C++ engine (that they were continuously developing and using, so they didn't really 'go back').

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

#64
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.

According to this study [0] you are correct. The problems related are mostly management while the technical ones rarely cite language issues.

[0] https://arxiv.org/abs/2009.02440

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

#65
post #53
post #42

Earlier quoted context omitted.

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 develo…

I'd love to see some kind of metric on crates.io to designate the quality of a crate. I appreciate that creating such a metric could lead to freak economics, so this is obviously not a trivial task, and the metric(s) may have to be mixed up every now and then to avoid to much gaming. Also it might be useful if such metrics are a geometric mean of the crates own score and all its dependencies.

I feel like this would do more bad than good no matter how complicated the metric would be.

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

#66

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/

ECS is not for beginners who just want to get a quick game out, or anyone who has <500 entities in a scene

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

#67

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…

This is hard to do in a one-size-fits-all fashion because there's a wide range of 2d techniques, tools, and processes available, depending on a multitude of factors, some example ones being: - Game genre / mechanics - Your team size/skill sets/experience - Game engine - Target platform(s) - Monetization strategy 2d games in particular support a wide variety possibilities. If you narrow it down I can more easily point…

Yeah, I guess I'm thinking "hobbyist", so team size of 1 and no monetization strategy. Simple game engine (preferably in Go or Rust or some similarly approachable language; my hobby time is to precious to be writing C/C++ again), but maybe getting into the nitty gritty of game engine is too low-level for the write-up that I'm thinking about. I don't have a specific idea for a game, but I'd probably like to putz around with top-down tilers a la Pokemon or Zelda.

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

#68

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…

If you want to experience the high level game dev fun, DON'T use Rust, I recommend look at

- love2d (https://love2d.org/)

- PICO-8 (https://www.lexaloffle.com/pico-8.php)

- Clickteam Fusion (https://www.clickteam.com/clickteam-fusion-2-5)

- Godot (https://godotengine.org/)

- Stencyl (http://www.stencyl.com/)

- pygame (https://www.pygame.org/)

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

#69

Earlier quoted context omitted.

This is hard to do in a one-size-fits-all fashion because there's a wide range of 2d techniques, tools, and processes available, depending on a multitude of factors, some example ones being: - Game genre / mechanics - Your team size/skill sets/experience - Game engine - Target platform(s) - Monetization strategy 2d games in particular support a wide variety possibilities. If you narrow it down I can more easily point…

Yeah, I guess I'm thinking "hobbyist", so team size of 1 and no monetization strategy. Simple game engine (preferably in Go or Rust or some similarly approachable language; my hobby time is to precious to be writing C/C++ again), but maybe getting into the nitty gritty of game engine is too low-level for the write-up that I'm thinking about. I don't have a specific idea for a game, but I'd probably like to putz aroun…

So, for that, I can easily recommend Godot/GDScript and using Asperite for Pixel art, if that's the aesthetic you're going for.

Godot has a little bit of a learning curve, but easily justifies it. I've made some games in it: https://yumaikas.itch.io/. Godot, for 2D games, for me, has been a force multiplier in terms of what I can get done in X hours. For Hobbyist work, that just means you can take on more ambitious projects without having to do as much groundwork.

Barring that, you could look into bindings in your language of choice to Raylib. I've used a tiny bit of it with Janet via Jaylib.

If Lua or Fennel aren't hateful to you, there's always Love2D, TIC-80, or PICO-8. But, tbh, I really recommend learning Godot.

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

#70

Earlier quoted context omitted.

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

ECS is not for beginners who just want to get a quick game out, or anyone who has <500 entities in a scene

I've gotta say though as a beginner, I found ECS more approachable than the Actor/Object systems common in engines. Granted, I do a lot of FP and digesting data, so a series of systems to operate on data is sort of home turf. In the end though, I've been using the traditional OO systems in Unity because most educational resources + documentation are so focused around that
Post reply on HN