When people brag about how fast their #Rust project is, is that because they come from a non-system language?
I love the language, but there is no reason it would be faster than #C. Just less error prone. The best case for Rust is to be as fast as C, not faster.
More #Scrapland shenanigans: made a level viewer using my Scrapland data formats parser, built using #Rust and #Bevy still need to port the DirectX8 shaders over to WGSL (should be fairly easy) and fix up the materials a bit
"#Rust development is going too fast (because they are stabilizing features I don't care about) and going too slow (because they are not stabilizing features I care about!"
There are only so many #RustLang contributors, hours in a day, days in a year to get to everything now, and some features are reliant on other, less flashy work that needs to happen before they can be even attempted.
But people are putting in a lot of work, the codebase changes so quickly that it is hard to keep up.
✅ Implemented various challenging Achievements
✅ Implemented game menu
✅ Implemented game over screen
✅ Beautiful new planetary/lunar textures by Björn Jónsson, https://bjj.mmedia.is/data/planetary_maps.html
Fresh out the oven, version 0.8.5 of the open source space game #OutFly!
✅ New flashlight
✅ Redesigned HUD, with #Fallout-4-like bars for health/power/O2, and #car-dashboard-like warning lights
✅ New, well-balanced cruising vehicle
✅ Implemented power drain
✅ Much improved texture for #Jupiter
Btw, see how the hat of the #pizza chef doesn't cast a shadow? Because it ain't real! Just an #AR illusion, which you can toggle with <TAB> :)
I’ve been using new shiny languages for a while now. #Rust, #Zig and #Swift in particular.
I love Rust’s tooling, Swift’s syntax, and Zig’s philosophy, but I feel like good old #Cpp is still the goat.
Yeah, the syntax can get out of hand really quickly.
Yeah, the STL is bloated.
Yeah, the tooling ecosystem is a mess.
But at the end of the day, with a good style guide and some discipline, it can check most of my boxes.
But learning new languages is always fun so I’m still doing it 😬
Wonder how I and a friend made a foddian game in around 72 hours? Check out my new blog post going over most of the issues I found while making it. #rust#bevy#bevyengine#gamedev 🐟👋
I’m happy to see the diagnostic namespace finally in a stable release. This is the result of nearly 2 years of work.
I would like to thank the Rust Foundation for funding a part of the work. I also would like to thank @ekuber and @errs for their help and guidance while designing and building this feature.
A new version of the open source space game #OutFly is out! :)
✅ New settlement in a hollowed-out asteroid - can you find it?
✅ New map markers for planets/moons
✅ Added remaining 7 planets with realistic textures
✅ Planet/moon positions are now based on the player's real time
✅ New speedometer
If you like #ReverseEngineering , go ahead and take a look at #dcraw . It's one of the finest examples of write-only C code bases I've had the displeasure to learn from.
This year, I have a goal of programming a software application every quarter (~13 weeks / 90 days).
My first completed application was a game in the #Bevy game engine written in #Rust that is a rogue like game displayed in an emulated terminal emulator.
I learned a lot about Entity Component Systems, the benefit of design docs, and became a more knowledgeable ("better"?) programmer as a result.
This shows Live++ running on a Rust app using nothing but the latest stable Rust toolchain - no nightly or custom builds. Note that this doesn't require code to be structured around dynamic libraries.
An intuitive-but-worth-saying bit I would add to this, which he touches on but does not elaborate: In most of our programming, we can actually expect things to proceed in order, basically corresponding to the lines of code in our program.
The Rust gamedev working group's newsletter "This Month in Rust GameDev" has been rebooted, starting this April 🎉
This is your call for submissions. Got a game you're tinkering on? A crate for fellow game devs? Do you want to share a tutorial you've made? Are you excited about a new feature in your favorite engine? Share it with us!
You can add your news to this month's WIP newsletter to get them included.
Building this game really gives me a grasp of Jupiter's scale.
First, I wanted the game to take place in the main ring of Jupiter.
Then I rechecked calculations and updated the size of the planet to the actual size, as viewed from the main ring, and suddenly it just... filled out the entire screen 😨 it felt like horror on a cosmic scale. So... I decided, it's taking place in the outer rings instead^^"
Building a game can be a fun process, but how do you get it to your users? #rust has a great toolchain for building for other platforms, so here's how you can deploy a #bevy app to mobile (#android), as well as to http://itch.io (with #wasm).