Hands-On Rust: Effective Learning Through 2D Game Development and Play
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Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#2Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#3Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#4I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of…
Also, having collections of entities works well for Rust's borrow checker.
Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#5I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of…
I don't think it's very entrenched, although it's certainly present. The reason for this perception, I guess, is that Bevy (which is based on ECS) is all the rage.
Amethyst was ECS as well, but it's dead now (and Bevy is essentially its successor). Veloren is ECS though, and active.
The remaining major engine (AFAIK) is RG3D, but it's not ECS. Macroquad provides a node graph (but it's a smaller engine).
All the other game engines are comparatively small, and they don't provide storages/ECS engines.
(edit: added Veloren)
Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#6I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of…
> ECS only starts to make sense when you are big enough to have multiple teams, with one team building the engine and the other using the engine to make the game; or you are an engine company and your customer makes the game. If that is not your situation, do not rathole. https://twitter.com/Jonathan_Blow/status/1427358365357789199
Most of the arguments I've seen for ECS in Rust suggest it helps to work with memory management/borrowing. For example, here's Patrick Walton's take:
> There's a reason why Rust game engines all use ECS and it's not just because the traditional Unity OO style is out of fashion. It's because mutable everywhere just doesn't work in Rust. Mutex and RefCell explosion. https://twitter.com/pcwalton/status/1440519425845723139.
And here's Cora Sherratt's discussion of ECS options in Rust:
> So why do you need one? Well all ECS developers will claim it’s largely about performance, and show you a mountain of numbers to back it up. The more honest answer probably comes down to the difficulty of making ownership work in Rust without some type of framework to manage the transfer of ownership for you. Rust punishes poor architecture, so ECS’ are here to help. https://csherratt.github.io/blog/posts/specs-and-legion/ (This post also has the best visualisation and explanation of an ECS I've read.)
I've read Hands-On Rust and you could definitely implement the game without an ECS. But at the same time it was useful to play with that pattern because it's in common usage in the Rust community. (Bevy also makes heavy use of it, for example, where it feels pretty lightweight because they made some good design decisions: https://bevyengine.org/news/bevys-first-birthday/#bevy-ecs.)
Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#7I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of…
> The idea is very entrenched in the rust gamedev community I don't think it's very entrenched, although it's certainly present. The reason for this perception, I guess, is that Bevy (which is based on ECS) is all the rage. Amethyst was ECS as well, but it's dead now (and Bevy is essentially its successor). Veloren is ECS though, and active. The remaining major engine (AFAIK) is RG3D, but it's not ECS. Macroquad prov…
Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#8I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of…
I think Jonathan Blow's take is right: > ECS only starts to make sense when you are big enough to have multiple teams, with one team building the engine and the other using the engine to make the game; or you are an engine company and your customer makes the game. If that is not your situation, do not rathole. https://twitter.com/Jonathan_Blow/status/1427358365357789199 Most of the arguments I've seen for ECS in Rust…
Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#9and on Github: https://github.com/amethyst/rustrogueliketutorial
Re: Hands-On Rust: Effective Learning Through 2D Game Development and Play
#10I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of…
I started game dev with love2d which is a pretty minimalist framework. When I participated in a game jam, I needed a very flexible system that would allow for quick prototyping and would handle many different entities. I ended up writing something which I later realized would be an ECS system. It worked great and I would copy it over for other games.
I know there is that ECS-faction that is talking about performance benefit and stuff but honestly I don't care. I don't even know most of the terminology these people use. I just use ECS to structure my code while being very flexible. I use OO in other domains but it would never occur to me to structure games that way. OO just feels way to brittle for a domain where you do lot's of experimentation and can't really know what you will need and how your entities might end up looking.