Part of me worries about all of the awesome speedrunning people do in games written in more memory unsafe languages(like doom 2) and it makes me a bit sad that there could potentially be less broken games that people can take advantage of for speedrunning.
Don't worry, logic errors will be with us always.
Are we game yet? – A guide to the Rust game development ecosystem
71–80 of 139 posts
Re: Are we game yet? – A guide to the Rust game development ecosystem
#72Earlier quoted context omitted.
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
Re: Are we game yet? – A guide to the Rust game development ecosystem
#73Are 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…
I've used Unity in the past and mostly liked it, but it is infuriating that they haven't fully solved the problem of feedback loops (slow refresh times in the Unity editor with a small project after code changes) given that they're operating in a fully managed context.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#74Earlier 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.
To assess that, users need to skim the code and documentation to gauge for themselves. There is no universal score. This is a feature, not a bug.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#75Are 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…
The median quality of the talks is a fair bit higher than random blogs. There are some amazing gems and duds too.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#76Earlier quoted context omitted.
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…
Re: Are we game yet? – A guide to the Rust game development ecosystem
#77Are 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
#78Are 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
#79Are 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…
Re: Are we game yet? – A guide to the Rust game development ecosystem
#80Are 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…
There are friendly veterans there who will answer all kinds of game questions (not just about DragonRuby).