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
Are we game yet? – A guide to the Rust game development ecosystem
91–100 of 139 posts
Re: Are we game yet? – A guide to the Rust game development ecosystem
#92Earlier quoted context omitted.
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_c…
There's a problem though, the hard-drive firmware isn't written in rust, which is definitely cheating :P
I mean someone even managed to run linux on the harddrive, it's practically a whole extra computer we are using to build rust and it is undoubtedly programmed in C.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#93Are 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 interested in learning more about this, I can't recommend enough The Art of Game Design: A Book of Lenses. The gist is that it's hard to make an actually fun game by working "from first principles", you need to iterate tens if not hundreds of times just to get a solid game idea down (more subtle aspects like balance may require thousands of iterations). So a lot of the work of a game designer is coming up with ways to iterate extremely fast, e.g. by making a prototype of the game using paper figurines and writing the rules in a google doc.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#94I 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…
Rust has good C interoperability. So from C++ it’d look like a C library. You can either write your own glue code or use something like cbindgen to autogen the header file.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#95Re: Are we game yet? – A guide to the Rust game development ecosystem
#96Earlier 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/ )
There's also https://github.com/ggez/ggez for Rust specifically.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#97Re: Are we game yet? – A guide to the Rust game development ecosystem
#98Are 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 called "greyboxing" in game dev, where you build functionality (often levels) with plain grey boxes rather than actual art assets to test whether a concept is fun, playable, etc.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#99Earlier quoted context omitted.
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_c…
> And if you think relying on OS syscalls implemented in not-Rust is cheating, then you could just use Redox directly ;) There's a problem though, the hard-drive firmware isn't written in rust, which is definitely cheating :P I mean someone even managed to run linux on the harddrive, it's practically a whole extra computer we are using to build rust and it is undoubtedly programmed in C.
I had to look this up because I could hardly believe it.
http://spritesmods.com/?art=hddhack&page=1
Wat.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#100https://bfnightly.bracketproductions.com/rustbook/chapter_0....
https://pragprog.com/titles/hwrust/hands-on-rust/
If you’re looking for a simple project to start with, adding new Items or Leaders to Shotcaller (my game) should be quite straightforward after perusing some of the above resources. https://github.com/amethyst/shotcaller
We’re happy to help any newcomers along on our Discord: https://discord.gg/qvJyTYM