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

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

#141
post #135

Earlier quoted context omitted.

I named Objective-C, Eiffel and CLOS on purpose. ECS is just game developers discovering about protocols from 1986, made popular in three well known languages with OOP support, and giving other name just because they don't get OOP has many ways of being implemented.

Entities are a collection of component instances and nothing more. Components in ECS are data-only. Systems in ECS are logic-only. If you follow this strictly, then you cannot support encapsulation or data-hiding. There is no sole definition of OOP, but it is widely accepted that the ability to do encapsulation, including data-hiding, is a key part of OOP. Therefore, ECS is not OOP. QED If you’ve not seen the Overwat…

ECS is definitly OOP, just not for those that don't bother reading SIGPLAN papers from the 80 and 90's and the multitude of approaches to OOP and the object, prototype or component based variants thereof, and are stuck with the concept that OOP == Smalltalk-80 as they learned C++ OOP from some C with Classes book.

I guess I need to find some time to prove my point, port ECS examples to Objective-C, Eiffel and CLOS, and provide links to some of those papers as well.

A bit more love for ACM and IEEE goes along way in acquired knowledge.

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

#142
post #113
post #111

Earlier quoted context omitted.

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.

Whether your post was ironic or not was not really decideable based on the words you wrote (and I am usually not bad at spotting irony).

Maybe you'll strike a better balance next time.

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

#143
post #65

looking at the actual engine code, it's still all math and it looks like C++. The programming language here doesn't make the math easier to understand, example : https://github.com/mrDIMAS/rg3d/blob/master/src/renderer/sur... . Better to read some books on computer graphics math : https://foundationsofgameenginedev.com/#fged1

That example code is quite readable though. Are there any languages that make math more readable? Even purpose build code like matlab is about the same.

well matlab can probably abstract much of the math away. You still have to know what high level functions to use but I think I was looking for a demonstration of the use of the libraries, e.g. how is collision detection done? How do I draw primitives. How do i move the lighting, etc?
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