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

arewegameyet.rs

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

#81
post #53

Earlier quoted context omitted.

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.

I agree that there be dragons, but maybe simpler metrics would be better? As an example; what if I could easily filter by crates supported by a team rather than a individual included in all its dependencies. That could be a way of doing risk mitigation. The metric would also work as incentive to create a more connected community.

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

#82
post #19
post #14

Earlier quoted context omitted.

Unity has a c# scripting api, layered on the core c++ foundation. Unreal, on the hand, is C++ top and bottom.

> Unreal, on the hand, is C++ top and bottom. They have Blueprints[1] (visual scripting) and had a scripting language. However, they have removed it since then. 1: https://docs.unrealengine.com/en-US/ProgrammingAndScripting/...

A runtime scripting language is coming back in some form or another thanks to Epic acquiring the SkookumScript team.

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

#83
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…

While the disconnect is true, specially in what concerns FOSS views of the world and how real studios work, middleware like Unity and WaveEngine are indeed being picked up by major studios.

On the Switch alone, a very big chunk are all based on Unity, more than 50% as per Unity official statement.

Also although the engine is still mostly C++, they have been porting the rendering pipeline into HPC#.

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

#84
post #50
post #46

Earlier quoted context omitted.

"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#.

Yep, it even has a GC for the C++ based entities.

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

#85

Earlier quoted context omitted.

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.

I don't know -- Pico-8 seems to be the perfect answer to what the author is asking for: it's a great environment to learn about these things, and there is a large and useful community and pool of resources around it which will tell you exactly how to develop 2D games (including the pico-zines, https://sectordub.itch.io/pico-8-fanzine-1, wiki etc). The0 "cartverse" and the already included games also provide plenty of examples of games that are both easy to learn from and actually fun.

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

#86
post #55

Can you make Rust in Rust?

Rust is implemented in Rust ( https://github.com/rust-lang/rust )

Strictly speaking rustc has a dependency on LLVM, which is in C++, but you could use the rustc_codegen_cranelift backend [1] and get pretty much everything to be pure Rust. Unless you count the libc dependency, in which case, um, I guess you could use relibc [2]? And if you think relying on OS syscalls implemented in not-Rust is cheating, then you could just use Redox directly ;)

[1] https://github.com/bjorn3/rustc_codegen_cranelift

[2] https://github.com/redox-os/relibc

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

#87

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 found these two resources helpful when I needed to do some 2d game development in C++.

- [Remaking Cavestory in c++](https://www.youtube.com/playlist?list=PLNOBk_id22bw6LXhrGfhV...)

- [Dive into C++11/14](https://www.youtube.com/playlist?list=PLTEcWGdSiQenl4YRPvSqW...)

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

#88
post #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.

Their YouTube channel is an immense resource, and IIRC all their talks are made public after 2 years (many also before that). So there's plenty to listen before you need to pay for the most recent stuff.

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

#89
post #18

Earlier quoted context omitted.

Many interesting SDKs come with C++ APIs that aren't necessarily translatable to C. Choosing Rust for engine development has the potential of severely hamstringing the team. It is the same tough uphill battle for all languages that aren't C++. Even more so now that the smoke is slowly rising from the battlefield of licensed engines and only a few contenders remain standing. And all of them have a massive C++ codebase…

There is an effort to automate generating mid-level C bindings for C++ code automagically, to enable easier wrapping in high level Rust APIs, by an unofficial Academy [of Motion Pictures] Software Foundation group. It is called C++-- [1]. At this time we only target the VFX C++ ecosystem but I'd be surprised if people wouldn't use (and extend) this to cover a broader set of C++ libs. Maybe you can give an example of…

That's kind of hilarious given the role that C++ to C compiler had in the early development of the language [1]. But sounds useful, thanks for the link.

[1] https://en.wikipedia.org/wiki/Cfront

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

#90

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/ )

There's also https://github.com/ggez/ggez for Rust specifically.
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