@@ -37,13 +37,9 @@ Feel free to send PRs about your own projects!
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- [ Learning Material Updates] ( #learning-material-updates )
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- [ Tooling Updates] ( #tooling-updates )
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- [ Library Updates] ( #library-updates )
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- - [ Popular Workgroup Issues in Github] ( #popular-workgroup-issues-in-github )
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- [ Other News] ( #other-news )
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- - [ Meeting Minutes] ( #meeting-minutes )
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- - [ Discussions] ( #discussions )
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- [ Requests for Contribution] ( #requests-for-contribution )
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- [ Jobs] ( #jobs )
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- - [ Bonus] ( #bonus )
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<!--
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Ideal section structure is:
@@ -73,13 +69,13 @@ If needed, a section can be split into subsections with a "------" delimiter.
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![ Gamedev meetup poster] ( gamedev-meetup.png )
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- The 15th Rust Gamedev Meetup took place in April. You can watch the
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- recording of the meetup [ here on Youtube] [ gamedev-meetup-video ] . The meetups
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- take place on the second Saturday every month via the [ Rust Gamedev Discord
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+ The 15th Rust Gamedev Meetup took place in April. You can watch the recording of
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+ the meetup [ here on Youtube] [ gamedev-meetup-video ] . The meetups take place on
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+ the second Saturday every month via the [ Rust Gamedev Discord
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server] [ rust-gamedev-discord ] and are also [ streamed on
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Twitch] [ rust-gamedev-twitch ] . If you would like to show off what you've been
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- working on at the next meetup on [ May 14th] [ rust-meetup-time ] , fill out
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- [ this form] [ gamedev-meetup-form ] .
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+ working on at the next meetup on [ May 14th] [ rust-meetup-time ] , fill out [ this
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+ form] [ gamedev-meetup-form ] .
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[ gamedev-meetup-video ] : https://youtu.be/okWFrfaaADs
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[ rust-gamedev-discord ] : https://discord.gg/yNtPTb2
@@ -91,7 +87,8 @@ working on at the next meetup on [May 14th][rust-meetup-time], fill out
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The 2nd Rust Graphics Meetup will take place on the [ 21st of May, at 16:00
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UTC+0] [ graphics-meetup-time ] . This meetup is a chance to show off what you've
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- been working on in the graphics community, or see what other people have been doing!
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+ been working on in the graphics community, or see what other people have been
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+ doing!
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If you're interested in speaking, please fill out the
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[ form] [ graphics-meetup-form ] . You can also [ watch one of the
@@ -106,10 +103,10 @@ talks][rend3-graphics-meetup-talk] from the first meetup.
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![ arcade cabinet] ( arcade_cabinet.gif )
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[ Carlo] [ carlosupina ] is building a custom arcade cabinet that will be at
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- RustConf 2022 in Portland. It is an opportunity for Rust game developers to share their
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- games with the broader community. If you are interested in getting your game on
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- the cabinet, read [ this Twitter thread] [ arcade-cabinet-thread ] and fill out the
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- [ interest form] [ arcade-interest-form ] .
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+ RustConf 2022 in Portland. It is an opportunity for Rust game developers to
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+ share their games with the broader community. If you are interested in getting
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+ your game on the cabinet, read [ this Twitter thread] [ arcade-cabinet-thread ] and
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+ fill out the [ interest form] [ arcade-interest-form ] .
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[ carlosupina ] : https://twitter.com/carlosupina
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[ arcade-cabinet-thread ] : https://twitter.com/carlosupina/status/1523715837726961664
@@ -125,8 +122,8 @@ the cabinet, read [this Twitter thread][arcade-cabinet-thread] and fill out the
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mechanics being produced by [ @masonremaley ] [ wor-mason-remaley ] in a custom Rust
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engine. It has a demo available [ on Steam] [ wor ] .
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- Way of Rhea was recently [ shown off at PAX East!] [ wor-pax ] A
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- [ minor patch] [ wor-update ] has been released to the demo with post-PAX fixes:
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+ Way of Rhea was recently [ shown off at PAX East!] [ wor-pax ] A [ minor
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+ patch] [ wor-update ] has been released to the demo with post-PAX fixes:
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- An issue that made the last puzzle in the third forest level difficult to
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navigate with a controller was worked around
@@ -139,9 +136,9 @@ a gate if you held left while sliding)
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- The game can now generate mini dumps on Windows and Linux in the event that it
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crashes and if given consent, forward them to the developer for analysis
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- You can stay up to date with the latest Way of Rhea developments by
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- [ following it on Steam] [ wor ] , signing up for [ their mailing list] [ wor-newsletter ] ,
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- or joining [ their Discord] [ wor-discord ] .
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+ You can stay up to date with the latest Way of Rhea developments by [ following
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+ it on Steam] [ wor ] , signing up for [ their mailing list] [ wor-newsletter ] , or
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+ joining [ their Discord] [ wor-discord ] .
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[ wor ] : https://store.steampowered.com/app/1110620/Way_of_Rhea/?utm_campaign=tmirgd&utm_source=n33
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[ wor-pax ] : https://twitter.com/AnthropicSt/status/1517129411790843905
@@ -155,19 +152,15 @@ or joining [their Discord][wor-discord].
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![ BITGUN gameplay] ( bitgun-release-optimized.gif )
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_ BITGUN gameplay_
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- [ BITGUN] ([ Discord] , [ Twitter] ) by [ @darth ] and [ @shosanna ]
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- is an action roguelite zombie shooter with difficult and
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- satisfying combat you can learn and master.
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- Guns break quickly and you lose all your gear when you die.
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+ [ BITGUN] ([ Discord] , [ Twitter] ) by [ @darth ] and [ @shosanna ] is an action
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+ roguelite zombie shooter with difficult and satisfying combat you can learn and
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+ master. Guns break quickly and you lose all your gear when you die.
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- The game was just released on Steam!
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- It has been developed by a programming duo
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- called LogLog Games.
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- They have been working on it for the past year and it is
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- their biggest game so far (they also have 2 smaller games).
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- [ BITGUN] is written in Godot Engine but it is using
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- Rust language extensively (it has around 7500 lines of Rust
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- and 4200 lines of GDScript).
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+ The game was just released on Steam! It has been developed by a programming duo
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+ called LogLog Games. They have been working on it for the past year and it is
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+ their biggest game so far (they also have 2 smaller games). [ BITGUN] is written
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+ in Godot Engine but it is using Rust language extensively (it has around 7500
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+ lines of Rust and 4200 lines of GDScript).
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The main changes from the demo version of the game:
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@@ -236,17 +229,17 @@ April's full weekly devlogs: "This Week In Veloren...":
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Oasis of Lost Hope is a game where fertile ground is steadily consumed by dark,
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barren land called blight. Water helps defend an area from being consumed, but
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reserves are finite. The player needs to collect ore to build more irrigation
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- towers and delay doom for a few more seconds. Yet one thing is certain: the
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- days of fertile land are counted.
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+ towers and delay doom for a few more seconds. Yet one thing is certain: the days
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+ of fertile land are counted.
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The game is an entry for the Ludum Dare 50 Jam, the theme of which was "Delay
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- the Inevitable". It has been developed by setzer22 and Bromeon and
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- [ open-sourced on GitHub] [ oasis-gh ] . The game is built on top of godot-rust
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- alongside GDScript. The Rust language is not exactly known for fast
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- prototyping, but with a slightly less safety-conservative fork of godot-rust,
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- the game jam experience was surprisingly smooth. When modeling mechanics such
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- as the expanding blight or the water pipe network, Rust really showed its
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- strength as a strongly typed and fast language.
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+ the Inevitable". It has been developed by setzer22 and Bromeon and [ open-sourced
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+ on GitHub] [ oasis-gh ] . The game is built on top of godot-rust alongside GDScript.
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+ The Rust language is not exactly known for fast prototyping, but with a slightly
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+ less safety-conservative fork of godot-rust, the game jam experience was
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+ surprisingly smooth. When modeling mechanics such as the expanding blight or the
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+ water pipe network, Rust really showed its strength as a strongly typed and fast
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+ language.
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[ oasis-gh ] : https://github.com/Bromeon/LudumDare50
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@@ -288,24 +281,32 @@ _Discussions: [/r/rust_gamedev][ees-reddit]_
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![ bevy mushroom] ( bevy_mushroom.jpg )
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_ Creative Commons 'Stylized mushrooms' scene by QumoDone rendered in Bevy._
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- [ Bevy] [ bevy ] is a refreshingly simple data-driven game engine built in Rust. It is
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- [ free and open source] [ bevy-git ] forever!
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+ [ Bevy] [ bevy ] is a refreshingly simple data-driven game engine built in Rust. It
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+ is [ free and open source] [ bevy-git ] forever!
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- Bevy 0.7 was a massive community effort. You can check out the
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- [ full release blog post here] [ bevy-blog ] , but here are some highlights:
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+ Bevy 0.7 was a massive community effort. You can check out the [ full release
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+ blog post here] [ bevy-blog ] , but here are some highlights:
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- [ Skeletal animation and mesh skinning] [ bevy-animation ]
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- [ GLTF animation importing] [ bevy-gltf ]
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- [ Unlimited* point lights in a scene] [ bevy-unlimited ]
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- - [ Improved clustered forward rendering: dynamic/adaptive clustering and faster, more accurate cluster assignment] [ bevy-light-opt ]
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- - [ Compressed texture support (KTX2 / DDS / .basis): load more textures in a scene, faster] [ bevy-compressed ]
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- - [ Compute shader / pipeline specialization: Bevy's flexible shader system was ported to compute shaders, enabling hot-reloading, shader defs, and shader imports] [ bevy-compute ]
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- - [ Render to texture: cameras can now be configured to render to a texture instead of a window] [ bevy-render-texture ]
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+ - [ Improved clustered forward rendering: dynamic/adaptive clustering and faster,
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+ more accurate cluster assignment] [ bevy-light-opt ]
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+ - [ Compressed texture support (KTX2 / DDS / .basis): load more textures in a
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+ scene, faster] [ bevy-compressed ]
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+ - [ Compute shader / pipeline specialization: Bevy's flexible shader system was
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+ ported to compute shaders, enabling hot-reloading, shader defs, and shader
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+ imports] [ bevy-compute ]
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+ - [ Render to texture: cameras can now be configured to render to a texture
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+ instead of a window] [ bevy-render-texture ]
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- [ Flexible mesh vertex layouts in shaders] [ bevy-vertex ]
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- - [ ECS improvements: Order systems using their names, Query::many_mut, use conflicting parameters in systems via ParamSets, WorldQuery derives] [ bevy-ecs ]
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- - [ Documentation improvements: better examples, more doc tests, and more coverage] [ bevy-docs ]
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+ - [ ECS improvements: Order systems using their names, Query::many_mut, use
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+ conflicting parameters in systems via ParamSets, WorldQuery derives] [ bevy-ecs ]
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+ - [ Documentation improvements: better examples, more doc tests, and more
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+ coverage] [ bevy-docs ]
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- [ More audio control: pause, volume, speed, and looping] [ bevy-audio ]
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- - [ Power usage options to enable only updating Bevy Apps when input occurs] [ bevy-power ]
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+ - [ Power usage options to enable only updating Bevy Apps when input
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+ occurs] [ bevy-power ]
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_ Discussions:
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[ /r/rust] ( https://www.reddit.com/r/rust/comments/u4e63h/bevy_07/ ) ,
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Dims is an open-world creation platform.
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- In their latest [ dev log] [ dims-dev-log ] they
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- demonstrate a new foliage rendering and spawning system, which automatically
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- spawns foliage and trees based on "habitat rules". This means a user
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- can simply "paint" a world and it will get populated with plants and rocks
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- automatically.
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+ In their latest [ dev log] [ dims-dev-log ] they demonstrate a new foliage rendering
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+ and spawning system, which automatically spawns foliage and trees based on
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+ "habitat rules". This means a user can simply "paint" a world and it will get
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+ populated with plants and rocks automatically.
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They are also planning to host a screenshot competition in the next few weeks
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for anyone who would like to try out the platform and create their own
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- landscapes. Sign up for the newsletter on their website to get notified when
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- it starts!
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+ landscapes. Sign up for the newsletter on their website to get notified when it
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+ starts!
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_ Discussions:
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[ Foliage rendering on reddit] [ dims-foliage ] ,
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![ Eldiron Image] ( eldiron_screen.png )
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_ Behavior Nodes of Eldiron_
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- [ Eldiron] ([ GitHub] ( https:// github.com/markusmoenig/Eldiron ) , [ Discord] ( https:// discord.gg/ZrNj6baSZU ) ,
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- [ Twitter] ( https:// twitter.com/MarkusMoenig ) ) by [ @markusmoenig ] ( https://github.com/markusmoenig )
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- is a creator for classic role playing games (RPGs) written in Rust.
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+ [ Eldiron] ([ GitHub] [ eldiron- github] , [ Discord] [ eldiron- discord] ,
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+ [ Twitter] [ eldiron- twitter] ) by [ @markusmoenig ] is a creator for classic role
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+ playing games (RPGs) written in Rust.
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- Eldiron v0.5 features inbuild tilemaps, a node-based behavior system
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- and region editors.
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+ Eldiron v0.5 features inbuild tilemaps, a node-based behavior system and region
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+ editors.
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Development Updates in April:
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- - Support for 4 layers of tiles for game regions.
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- This enables transparency and support for top-down and isometric views.
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+ - Support for 4 layers of tiles for game regions. This enables transparency and
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+ support for top-down and isometric views.
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- Game regions can now contain named areas.
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- - Areas can contain behavior nodes to spawn monsters, lay traps, or
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- displace tiles (for example to open a door).
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+ - Areas can contain behavior nodes to spawn monsters, lay traps, or displace
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+ tiles (for example to open a door).
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- New "Systems" module to create behavior for Combat and soon for Crafting,
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Magic and more. System behavior trees can be called from any character.
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- Eldiron v1 will be able to create any kind of RPG utilizing square tiles,
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- like the classical Ultima series.
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+ Eldiron v1 will be able to create any kind of RPG utilizing square tiles, like
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+ the classical Ultima series.
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[ Eldiron ] : https://www.eldiron.com
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+ [ eldiron-github ] : https://github.com/markusmoenig/Eldiron
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+ [ eldiron-discord ] : https://discord.gg/ZrNj6baSZU
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+ [ eldiron-twitter ] : https://twitter.com/MarkusMoenig
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+ [ @markusmoenig ] : https://github.com/markusmoenig
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### [ Hotham] [ hotham ]
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@@ -410,11 +414,10 @@ the wonderful members of the [Hotham discord][hotham-discord].
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![ Game Development with Rust and WebAssembly Book Cover] ( game-development-rust-webassembly.png )
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- [ Game Development with Rust and WebAssembly] [ wasm-gamedev ] by
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- Eric Smith (a.k.a [ @paytonrules ] [ wasm-gamedev-twitter ] )
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- was published in April. It takes a tutorial approach to lead the reader
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- through building an endless runner using Rust and WebAssembly. You can play
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- the completed game [ here] [ wasm-gamedev-game ] .
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+ [ Game Development with Rust and WebAssembly] [ wasm-gamedev ] by Eric Smith (a.k.a
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+ [ @paytonrules ] [ wasm-gamedev-twitter ] ) was published in April. It takes a
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+ tutorial approach to lead the reader through building an endless runner using
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+ Rust and WebAssembly. You can play the completed game [ here] [ wasm-gamedev-game ] .
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From the summary: This book is an easy-to-follow reference to help you develop
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your own games, teaching you all about game development and how to create an
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### [ Why I choose to build my game from scratch] [ why-article ]
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- [ @HeavyRain266 ] published an article, '[ Why I choose to build my game from scratch ] [ why-article ] ',
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- a short story about their implementation of the game 'Forbidden Valley'
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- from scratch in Rust. The author aims to show how much you can learn
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- from building your dream game without the help of any game engine.
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+ [ @HeavyRain266 ] published an article, '[ Why I choose to build my game from
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+ scratch ] [ why-article ] ', a short story about their implementation of the game
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+ 'Forbidden Valley' from scratch in Rust. The author aims to show how much you
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+ can learn from building your dream game without the help of any game engine.
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_ Discussions: [ r/rust_gamedev] [ why-article ] _
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@@ -449,12 +452,12 @@ _Discussions: [r/rust_gamedev][why-article]_
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![ devlog logo] ( brontefy-me.jpg )
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- @hedgein ([ Github] [ hedgein-github ] , [ Twitch] [ hedgein-twitch ] ) started a
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- devlog series called Brontefy Me. This series walks through the development
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- of games in the [ Bevy engine] [ bevy ] . There are two episodes released so
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- far. The [ first episode] [ brontefy-me-episode-1 ] focuses on getting up
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- and running with the engine, and the [ second episode] [ brontefy-me-episode-2 ]
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- starts expanding into game mechanics.
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+ @hedgein ([ Github] [ hedgein-github ] , [ Twitch] [ hedgein-twitch ] ) started a devlog
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+ series called Brontefy Me. This series walks through the development of games in
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+ the [ Bevy engine] [ bevy ] . There are two episodes released so far. The [ first
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+ episode] [ brontefy-me-episode-1 ] focuses on getting up and running with the
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+ engine, and the [ second episode] [ brontefy-me-episode-2 ] starts expanding into
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+ game mechanics.
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[ brontefy-me-episode-1 ] : https://www.youtube.com/watch?v=DdD6VhmEIiU
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[ brontefy-me-episode-2 ] : https://www.youtube.com/watch?v=tx31BKX0yIA
@@ -467,8 +470,8 @@ starts expanding into game mechanics.
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![ Logo] ( vismut.png )
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- [ Vismut] ([ GitLab] [ Vismut ] , [ Zulip] [ vismut-zulip ] ) by [ @lukors ]
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- will be a procedural texturing tool.
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+ [ Vismut] ([ GitLab] [ Vismut ] , [ Zulip] [ vismut-zulip ] ) by [ @lukors ] will be a
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+ procedural texturing tool.
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[ Version 0.5] [ vismut-0.5 ] contains a brand new backend to create a better base
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for future improvements. A [ blog post] [ vismut-blog ] describes the differences
@@ -504,8 +507,8 @@ selection for easier targeting.
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Rust backend, users can now create new documents of specified sizes and export
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artwork as PNG/JPG with new File menu dialogs.
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- - ** Pack it up:** The web component of the stack was finally upgraded to
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- Webpack 5 which cleans up a mess of outdated dependencies.
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+ - ** Pack it up:** The web component of the stack was finally upgraded to Webpack
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+ 5 which cleans up a mess of outdated dependencies.
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[ Open the editor] [ graphite-live-demo ] in your browser and give it a try.
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@@ -529,8 +532,8 @@ your project in an ergonomic manner without enforcing any structure or pattern,
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always trying to stay out of your way. The idea is that you can use it as a
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foundation layer or backend for your next app, game engine, or game.
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- The latest version [ v0.3.0] comes with audio support for all platforms
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- using as default backend [ oddio] and [ symphonia] .
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+ The latest version [ v0.3.0] comes with audio support for all platforms using as
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+ default backend [ oddio] and [ symphonia] .
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[ Notan ] : https://github.com/Nazariglez/notan
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[ v0.3.0 ] : https://github.com/Nazariglez/notan/releases/tag/v0.3.0
@@ -542,21 +545,22 @@ using as default backend [oddio] and [symphonia].
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<!-- One-liners for plan items that haven't got their own sections. -->
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- Other game updates:
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- - [ Last of the Sky Folk] ( https://ianjk.com/ld50 )
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- is a LD50 a grapple-hook based platformer.
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+ - [ Last of the Sky Folk] ( https://ianjk.com/ld50 ) is a LD50 a grapple-hook
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+ based platformer.
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- [ Heute Nicht] rythm game is another LD50 submission.
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- Other learning material updates
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- - PhaestusFox started a [ Bevy tutorial servies] [ PhaestusFox-vid-1 ]
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- and [ 0.6 to 0.7 Migration Guide] [ PhaestusFox-vid-2 ] YouTube series.
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- - [ @TantanDev ] released a [ "Rust multi-threading code review"] [ tantan-video ] video.
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+ - PhaestusFox started a [ Bevy tutorial servies] [ PhaestusFox-vid-1 ] and [ 0.6 to
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+ 0.7 Migration Guide] [ PhaestusFox-vid-2 ] YouTube series.
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+ - [ @TantanDev ] released a [ "Rust multi-threading code review"] [ tantan-video ]
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+ video.
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- Other library updates:
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- - [ tween] ( https://github.com/sanbox-irl/tween ) is an std-optional
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- tweening library, designed for use in games and animations.
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+ - [ tween] ( https://github.com/sanbox-irl/tween ) is an std-optional tweening
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+ library, designed for use in games and animations.
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- [ cosync] ( https://github.com/sanbox-irl/cosync ) provides a single-threaded,
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sequential, parameterized async runtime.
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- [ SuInput] ( https://github.com/Sorenon/Action-System ) is an input system
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- designed to give pancake and XR applications access to a huge range of
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- input devices while minimizing the amount of complexity needed to support them.
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+ designed to give pancake and XR applications access to a huge range of input
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+ devices while minimizing the amount of complexity needed to support them.
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- [ bevy_blender v0.2] with lots of new features is out.
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[ Heute Nicht ] : https://eira-hx.itch.io/heute-nicht
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