This is probably not a popular opinion here in HN but why does it matter what language you use to make your game in? You can use virtually any language to make a game. From my point of view the best language for a game is that which makes you the most productive for cranking out that code. And we all have our own personal preferences about which language is best, which I think is fine, you should code with the one th…
Replace "game" with "software", and your post is equally valid.
Making a Game in Rust
41–50 of 125 posts
Re: Making a Game in Rust
#42Earlier quoted context omitted.
Really? How do they know what the representation of the object code was before compilation? Seems like if they had a whitelist it would be difficult to enforce.
The biggest problem I faced with Rust and macOS/iOS is related to Apple's requirement for bitcode on all submitted code to the App Store for Watch and appleTV applications. This internal Rust discussion focuses on it for more details: https://github.com/rust-lang/rust/issues/35968 This gist is that Apple is requiring bitcode, but isn't giving easy access to the LLVM version they use for their own tools. This means th…
These are exactly the kind of archaic requirements that would be a nonstarter or otherwise kill market support for a store given any actual competition.
Instead, they are able to leverage it to try and push their 'approved' languages and developer environments - furthering anticompetitive lock-in.
Apple making money from selling devices (or even distributing "at a loss" devices which they benefit from having exist so they can better act as software vendors) and them making money from their store are two separate revenue streams, after all.
Re: Making a Game in Rust
#43When I teach kids javascript I start with an etch-a-sketch. It's aided by a simple library to hide the mechanics of the HTML canvas element, context, etc. This allows it to be small enough that they can view it all in one go and build upon it.
print("Draw with the arrow keys");
var cx=320;
var cy=240;
function update() {
// the arrow keys have key codes 37,38,39 and 40
if (keyIsDown(38)) { cy-=1; }
if (keyIsDown(40)) { cy+=1; }
if (keyIsDown(37)) { cx-=1; }
if (keyIsDown(39)) { cx+=1; }
fillCircle(cx,cy,6);
}
run(update);
There might be merit in writing one of these in every language (and a companion that uses the mouse), maybe placing it on github . With a really simple program like this you can focus on learning the language while making something. It's a tough job figuring out how to learn a language while simultaneoulsy learning how to write the boilerplate needed to get something onscreen.Re: Making a Game in Rust
#44It would be nice to have a minimal gameish program as a example for people learning Rust. When I teach kids javascript I start with an etch-a-sketch. It's aided by a simple library to hide the mechanics of the HTML canvas element, context, etc. This allows it to be small enough that they can view it all in one go and build upon it. print("Draw with the arrow keys"); var cx=320; var cy=240; function update() { // the…
Re: Making a Game in Rust
#45Earlier quoted context omitted.
The biggest problem I faced with Rust and macOS/iOS is related to Apple's requirement for bitcode on all submitted code to the App Store for Watch and appleTV applications. This internal Rust discussion focuses on it for more details: https://github.com/rust-lang/rust/issues/35968 This gist is that Apple is requiring bitcode, but isn't giving easy access to the LLVM version they use for their own tools. This means th…
I continue to be amazed that apple is not considered as having a monopoly on "stores for apple devices". These are exactly the kind of archaic requirements that would be a nonstarter or otherwise kill market support for a store given any actual competition. Instead, they are able to leverage it to try and push their 'approved' languages and developer environments - furthering anticompetitive lock-in. Apple making mon…
Re: Making a Game in Rust
#46This is probably not a popular opinion here in HN but why does it matter what language you use to make your game in? You can use virtually any language to make a game. From my point of view the best language for a game is that which makes you the most productive for cranking out that code. And we all have our own personal preferences about which language is best, which I think is fine, you should code with the one th…
100% agree with you. However - posts like these might give encouragement to people who know a language that they can actually accomplish Project XYZ in said language, especially if there's accepted norms about what types of work a language is "good for".
Re: Making a Game in Rust
#47Earlier quoted context omitted.
I didn't downvote you, but I also don't understand what your comment even means. Dimly lit room... what? What Reddit discussion are you referring to? What does your comment have to do with writing games in Rust?
They're commenting on the link in the GP about "Rust's recent inclusion in a AAA title" (some rust code is used as text in a generic 'computer code' image)
The game wasn't written in rust, is was used in a texture and drawn on a wall.
Re: Making a Game in Rust
#48It would be nice to have a minimal gameish program as a example for people learning Rust. When I teach kids javascript I start with an etch-a-sketch. It's aided by a simple library to hide the mechanics of the HTML canvas element, context, etc. This allows it to be small enough that they can view it all in one go and build upon it. print("Draw with the arrow keys"); var cx=320; var cy=240; function update() { // the…
It's not a graphical game, but the introductory project in the book has been the "guessing game" for years now https://doc.rust-lang.org/stable/book/guessing-game.html
Re: Making a Game in Rust
#49I was able to build the Rust version fast, and the SDL library is actually quite usable/stable for most things.
Flappy-Rust has particle effects, the beginnings of parallax-scrolling and basic collision detection. The rust code ended up being pretty reasonable however I'm quite sure there are a few places I could have simplified the sharing of assets.
If anyone is interested in this space check out my repo: https://github.com/deckarep/flappy-rust
Also please see the README.md where I talk a bit more in-depth about how the Rust version differs from the Go version.
Here is a .gif preview of the first iteration of the game: https://github.com/deckarep/flappy-rust/blob/master/flappy-r...