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

arewegameyet.rs

71–80 of 139 posts

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

#71

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.

Thank goodness for air strafing

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

#72
post #70

Earlier 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

Interesting, the idea of ECS is intuitive to me but actually doing it is kinda hard, mainly because the scope of ECS is kinda vague there're some stuff that you aren't supposed to do with ECS, if you try to do every single aspect of your game in ECS that might result in some messier code. I actually think the Unity way is not bad, it's also a series of components compose an entity, the only difference is not separating data and logic which I found easy to work with and not bad at all.

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

#73

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…

For me, I'm interested in static typing, ECS-ish, fast feedback loops, and 2D games.

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

#74
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.

The quality of a crate is based on how well it solves the goal it set out to do.

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

#75

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 can splurge, the GDC Vault has a lot of good talks with devs from every discipline.

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

#76

Earlier 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…

[deleted]

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

#77

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/ )

That's not what they're asking.

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

#78

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/ )

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

#79

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're looking for higher-level patterns, this book is great: https://gameprogrammingpatterns.com

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

#80

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…

I've found the DragonRuby Discord channel to be a great resource: http://discord.dragonruby.org/

There are friendly veterans there who will answer all kinds of game questions (not just about DragonRuby).

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