Ambient: The Multiplayer Game Engine
141–148 of 148 posts
Re: Ambient: The Multiplayer Game Engine
#142Earlier quoted context omitted.
I think the point being made is about the tooling being available to do it easily.
Haven't looked into it, but I think there were a bunch of projects for Vulkan bindings for Rust. Not sure how much harder it's to use that vs using it from C++.
Re: Ambient: The Multiplayer Game Engine
#143Earlier quoted context omitted.
> The terrible compile time is a big reason why I avoid rust for game dev. Compile times are the least of your worry. The big problem is lack of tools and libraries in Rust gamedev. You can't even achieve PS2-era graphics with Rust right now. Neither Bevy nor FyRox support blend shapes / morph targets, and that's a two decades old and absolutely essential animation tool. Rust for gamedev is going to take a decade to…
Same with any OSS software, you get what you give.
Re: Ambient: The Multiplayer Game Engine
#144I am at a point where I do not believe I could outsource the net code for the kinds of games that I'd like to develop anymore. By extension, this sort of ruins my ability to use any commercial product like UE5/Unity/et. al. Networking is very fundamental to some types of games and the expected player experience. Grabbing a generic "this is multiplayer :D" box off the shelf and cramming it into your concept will likel…
Re: Ambient: The Multiplayer Game Engine
#145Re: Ambient: The Multiplayer Game Engine
#146Re: Ambient: The Multiplayer Game Engine
#147Re: Ambient: The Multiplayer Game Engine
#148Earlier quoted context omitted.
Tiny? It's quite a bit larger than California.
That's like saying Alaska is larger than California. It's not relevant. (Also, unlike the claim that Alaska is larger than California, yours isn't even true... Sweden is, geographically, 105% of the size of California.)