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 :(
rg3d: Rust 3D game engine with an FPS demo game and scene editor
91–100 of 143 posts
Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#92Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#93You can still build and publish them individually, but it can make development and testing much simpler.
[1]: https://doc.rust-lang.org/book/ch14-03-cargo-workspaces.html
Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#94Earlier quoted context omitted.
Ranges and fold expressions take care of that.
that's true and I am very excited for ranges. sadly I am still waiting for c++17 to be switched on in my build system :/ still there's lots of other stuff that's more verbose in c++ than rust, often because it was bolted on much later. think about getting individual elements out of a tuple. in c++: `std::get (tuple)` for each desired element or `std::tie(elt0, std::ignore, elt2) = tuple;` in rust: `tuple.0`, not sure…
let Tuple { elt0, elt2, ..} = value.
Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#95Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#96Earlier quoted context omitted.
As they say, you don't write an engine - you write a game, and the engine comes out of it. Impressive work!
Not if you write Handmade Hero.
Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#97Earlier quoted context omitted.
Unsafe is not as big of a deal as people make it seem.
It's also not nearly as prevalent as people from outside the ecosystem seem to think it is. I read a lot of "any non-trivial Rust code will have to use unsafe" and I guess that means that all of the code I've worked on is trivial.
Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#98Earlier quoted context omitted.
Not if you write Handmade Hero.
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.
What makes the difference between an experienced engine developer, like CryTek and Unreal, and a hobbyist or a company who does it for the first time, is mostly that while both of them will definitely build a game with the engine while creating the engine, the experienced team will actually produce a re-usable, well designed engine, while the inexperienced team will produce a hunk of junk that doesn't fit together and doesn't extend past the game they were trying to develop.
Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#99Re: rg3d: Rust 3D game engine with an FPS demo game and scene editor
#100Earlier quoted context omitted.
Unsafe is not as big of a deal as people make it seem.
It's also not nearly as prevalent as people from outside the ecosystem seem to think it is. I read a lot of "any non-trivial Rust code will have to use unsafe" and I guess that means that all of the code I've worked on is trivial.
That is my point, people continue to use "C with Classes" because they don't know better or were poorly taught, likewise many reach out to unsafe as they cannot make it work otherwise and leave the code like that.
In a world with a very thin standard library and an npm like dependency tree, every crate might be full of unsafe surprises that one is only aware if going through all of them.
And this in a scenario where cargo doesn't do binary dependencies.