Live data from Hacker News

rg3d: Rust 3D game engine with an FPS demo game and scene editor

github.com

111–120 of 143 posts

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#111
post #59

Earlier quoted context omitted.

Unsafe is not as big of a deal as people make it seem.

Using C alongside static analysis like Frama-C is also quite safe, one could say.

If this is safe, why do we still have all these bugs?

Because people don't use it? Because people who use it ignore it? Because it doesn't manage to catch all things the Rust compiler would?

I am all for making C safer, but clearly it doesn't seem to work, with all these use after free bugs you can still find in 2020 C code.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#113
post #111
post #59

Earlier quoted context omitted.

Using C alongside static analysis like Frama-C is also quite safe, one could say.

If this is safe, why do we still have all these bugs? Because people don't use it? Because people who use it ignore it? Because it doesn't manage to catch all things the Rust compiler would? I am all for making C safer, but clearly it doesn't seem to work, with all these use after free bugs you can still find in 2020 C code.

Another one that hasn't got the irony of my comment.

But yes most devs don't use static analysis tools nor unit tests, unless required by law, as proven by multiple surveys.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#114
post #79
post #56

Earlier quoted context omitted.

There is also a problem with rg3d-sound - it supports only Windows and Linux right now. So there will be no sound on other OSes. I've tried to add at least macOS backend by myself, but I failed all attempts to install macOS on virtual machine :(

Hey what about someone donate a Mac to mrDIMAS? Might pay back =)

you're someone

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#115
post #56

This looks really impressive! Given that Rust -> WebAssembly is at least a thing, would it be plausible for someone to make that rusty-shooter demo work in a browser?

There is also a problem with rg3d-sound - it supports only Windows and Linux right now. So there will be no sound on other OSes. I've tried to add at least macOS backend by myself, but I failed all attempts to install macOS on virtual machine :(

Following the Hackint0sh on Virtualbox tutorial worked for me, about 2 years ago though.

https://www.hackint0sh.org/how-to-install-macos-on-virtualbo...

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#116
post #99
post #80

Earlier quoted context omitted.

Ranges don't really exist yet.

Then I wonder how I am using them.

Maybe what you're using isn't ranges. But, they seem to work well enough that you think they're ranges, so who cares whether they're ranges or not? They work!

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#117
post #102

Earlier quoted context omitted.

I doubt projects like this would help. For big developers, 99.99% of the time they are already riding on existing codebases (even when they call it by different names for marketing reasons) - the last two AAA games i worked at have codebases more than a decade old, one actually two decades old. While technically they could add rust as an extra language, in practice this wont happen both because the vast majority of g…

You are seeing this from the wrong perspective, and yes although I do like Rust very much, C++ is my native tool alongside the managed languages I regularly use (reasons for other time). Since the Assembly days it has been like this, some high level language keeps being disdained until it gets enough momentum for adoption by game developers. Back when I started coding graphics, Basic, Pascal, Modula-2 and C were seen…

Rust is placing itself as the replacement of C and C++, not as a scripting language or something at a higher level, so it makes sense to see it from the perspective of someone who would write their engine in C or C++.

And note that my comment wasn't dismissive of Rust, it was dismissive of the idea that projects like rg3d can cause gamedevs to turn towards rust. The reasoning is really at the second to last paragraph of my comment ("developers have either already decided what language to use (be it rust or something else) or are not in a position to decide what language to use").

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#118

Earlier quoted context omitted.

I doubt projects like this would help. For big developers, 99.99% of the time they are already riding on existing codebases (even when they call it by different names for marketing reasons) - the last two AAA games i worked at have codebases more than a decade old, one actually two decades old. While technically they could add rust as an extra language, in practice this wont happen both because the vast majority of g…

How would it not help? Someone might see this and realize that Rust is a viable game dev option and adopt it for their next game. In my experience, Rust is relatively fast on recompilation, possibly faster than C++. Rust is a much younger language so you have to wait.

Anyone who has enough knowledge to build a game engine like rg3d also has enough knowledge to be able to judge if Rust is capable of building an engine like rg3d even if they haven't built an engine in Rust themselves.

If after reading abour Rust a programmer cannot figure out if Rust can be used to make a game engine then that programmer is incapable of making a game engine in the first place so in the grand scheme of things this chances nothing.

Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor

#120

Earlier quoted context omitted.

HMH is kind of special though in that its author, Casey Muratori, has many years of experience in gamedev. I think the saying of the parent commenter to yours is mostly applying to people who are trying to make game engines for the first time with little or no past experience in actually shipping complete games.

Not really... All great game engines were spawned out of AAA titles. You should never try to build an engine without a set of games that stretch its limits in all directions, otherwise something will always go wrong. There isn't a single person alive who can manage the complexity of a game engine. As soon as you start splitting things up, you run into problems of distributed development. Getting this right without ea…

Did Unity come out of a game?
Post reply on HN