@@ -555,6 +555,79 @@ send her a [DM][oliviff-dm].
555
555
[ @oliviff ] : https://twitter.com/oliviff
556
556
[ oliviff-dm ] : https://twitter.com/messages/compose?recipient_id=118804845
557
557
558
+ ## [ Multiple ECS in My Personal Game Project] [ ecs-post ]
559
+
560
+ [ @dasifefe shared their thoughs] [ ecs-post ]
561
+ about using multiple ECSes in a project.
562
+
563
+ [ ecs-post ] : https://dasifefe.com/post-2020-04-05-01.html
564
+
565
+ ## [ Measuring Build Timings with mathbench] [ mathbench-time ]
566
+
567
+ [ @bitshifternz ] (author of [ glam] ) has written [ a blog post] [ mathbench-time ]
568
+ about comparing build times of some popular Rust gamedev math crates
569
+ (including glam, cgmath, nalgebra, euclid, vek, pathfinder_geometry)
570
+ using a [ mathbench-rs] unit tests suit.
571
+
572
+ [ mathbench-time ] : https://bitshifter.github.io/2020/04/12/mathbench-build-timings
573
+ [ @bitshifternz ] : https://twitter.com/bitshifternz
574
+ [ mathbench-rs ] : https://github.com/bitshifter/mathbench-rs
575
+ [ glam ] : https://github.com/bitshifter/glam-rs
576
+
577
+ ## [ Tutorial on 3D Graphics, Rust, Vulkan, and ash] [ ash-tutorial ]
578
+
579
+ @hoj-senna started writing a new tutorial about [ ash] and Vulkan in general:
580
+ [ "Ashen Aetna"] [ ash-tutorial ] .
581
+ The current version has 20 chapters and covers basics of general 3d graphics
582
+ and setting all the stuff you need to draw your first triangle with [ ash] .
583
+
584
+ _ Discussions:
585
+ [ /r/rust] ( https://reddit.com/r/rust/comments/g7pypb/3d_graphics_rust_vulkan_ash ) _
586
+
587
+ [ ash-tutorial ] : https://hoj-senna.github.io/ashen-aetna
588
+ [ ash ] : https://github.com/MaikKlein/ash
589
+
590
+ ## [ Implementing a Linear Quadtree in Rust] [ quadtree-post ]
591
+
592
+ ![ demo of how the Z-order curve fills the space] ( quadtree.jpeg )
593
+
594
+ [ @snorrwe ] has written [ a blog post] [ quadtree-post ]
595
+ about exploring an implementation of a linear quadtree
596
+ and comparing it with a naive implementation of spacial data querying.
597
+ All code mentioned in the post [ is available on GitHub] [ quadtree-repo ] .
598
+
599
+ _ Discussions:
600
+ [ /r/rust] ( https://reddit.com/r/rust/comments/g69hgg/ive_published_my_first_blog_post_implementing ) _
601
+
602
+ [ quadtree-post ] : https://snorrwe.onrender.com/posts/morton-table
603
+ [ quadtree-repo ] : https://github.com/snorrwe/morton-table
604
+ [ @snorrwe ] : https://snorrwe.onrender.com/
605
+
606
+ ## [ Simple 2D Camera System for Rust with GGEZ] [ ggez-camera ]
607
+
608
+ [ @sylvain has written a tutorial] [ ggez-camera ] about implementing
609
+ a simple 2D camera on top of [ GGEZ] [ ggez ] .
610
+
611
+ [ ggez-camera ] : https://dev.to/sobertkaos/simple-2dcamera-system-for-rust-with-ggez-2o2h
612
+ [ ggez ] : https://ggez.rs
613
+
614
+ ## [ Symmetric Matrices & Triangle Numbers] [ matrices-post ]
615
+
616
+ ![ an example of a multi-layered game level] ( rhea-player-orb.jpeg )
617
+
618
+ ^ _ The pink orb should not collide with the player,
619
+ but it should collide with the ground._
620
+
621
+ [ Anthropic Studios] [ anthropic ] has [ shared a post] [ matrices-post ]
622
+ about implementing a layer system to [ "Way of Rhea"'s] [ rhea ] physics engine
623
+ using [ symmetric matrices] and [ triangle numbers] .
624
+
625
+ [ rhea ] : https://store.steampowered.com/app/1110620/Way_of_Rhea
626
+ [ anthropic ] : https://anthropicstudios.com
627
+ [ matrices-post ] : https://anthropicstudios.com/2020/03/30/symmetric-matrices
628
+ [ symmetric matrices ] : https://en.wikipedia.org/wiki/Symmetric_matrix
629
+ [ triangle numbers ] : https://en.wikipedia.org/wiki/Triangular_number
630
+
558
631
### ` gfx-rs ` and ` wgpu ` News
559
632
560
633
![ hectic screenshot: graveyard and vampires] ( hectic.png )
0 commit comments