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Newsletter 10 (rust-gamedev#169)
* Newsletter 10 * Newsletter 10: typos * Newsletter 10: Fix MD link
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‎content/posts/newsletter-010/index.md

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title = "This Month in Rust GameDev #10 - May 2020"
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date = 2020-06-01
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date = 2020-06-08
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transparent = true
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draft = true
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<!-- markdownlint-disable no-trailing-punctuation -->
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- Added 2 sets of armour. One Steel and one Leather.
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- Added context-sensitive crosshair
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A 0.7 intro meeting was held, in which we looked at what we wanted to achieve
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with this version. 0.7 will be released August 1st. We came up with a definition
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of 0.7, and what we wanted to achieve:
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A 0.7 intro meeting was held, in which the devs looked at what they wanted to achieve
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with this version. 0.7 will be released August 1st. They came up with a definition
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of 0.7, and what they wanted to achieve:
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> As a player, I want to get quests from NPCs in settlements. I want to be sent
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> to kill enemies, collect objects, or complete dungeons. I want to be sent from
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A summary of changes is available on the [Paddlers news page][paddlers-news].
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Besides programming, the developer of Paddlers also wrote a blog post called
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[Benefits of full-stack Rust][paddlers-blog] where he details some of his
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[Benefits of full-stack Rust][paddlers-blog] where the details some of his
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experiences when implementing a server-client model using Rust on both ends.
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Furthermore, he published a first [video teaser][paddlers-teaser].
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![screenhot: an island, sea, and a few boats](sailing-sim.jpg)
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This is unnamed game is still in the prototype stage and
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This unnamed game is still in the prototype stage and
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it's the new project of Kunos Simulazioni
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(creators of the [Assetto Corsa] racing simulation franchise)
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co-founder and former Lead Programmer [Stefano Casillo] who started
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a new studio (Jaxx Vane Studio) in April 2020 in the search of new challenges.
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It's going to be a modern Foling/Sailing Simulator aiming to bring the depth,
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It's going to be a modern Foiling/Sailing Simulator aiming to bring the depth,
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rigor and attention to detail found in racing simulations to the sailing genre
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on PC/Windows.
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The game features a fully custom scratch made 3D engine written in Rust
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[Garden][garden] is an upcoming game centered around growing realistic plants.
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[May][garden-devlog] devlog were posted.
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[May][garden-devlog] devlog was posted.
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Some of the updates:
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- The core logic of the plant simulation was rewritten,
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- Cyrotheum - A cold particle that melts over time, and releases a wave of
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cold to its surroundings.
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- Unstable - Heats up over time, vaporizing a large radius at too high
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of a tempature, and releases Smoke.
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of a temperature, and releases Smoke.
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- Electricity - Can only exist when falling, or in Water.
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Flows through Water. Very hot.
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- Glass - Created by heating up Sand. Acts like a liquid at
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high enough tempatures, and a solid otherwise. Immune to Acid.
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high enough temperatures, and a solid otherwise. Immune to Acid.
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- Life - A semi-intelligent particle that stacks itself up, and moves
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as a group. Likes to breed upon eating Plants. Will jump down short drops.
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Dies if too hot or cold, or upon falling a large distance.
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[orb.farm] is a virtual ecosystem where different species of creature can live,
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grow and die as part of a self-contained food chain.
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Made by by [Max Bittker] ([sandspiel's author][about-sandspiel]).
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Made by [Max Bittker] ([sandspiel's author][about-sandspiel]).
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Element types:
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> Be careful, though, your missiles don't always fly straight.
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> Be sure to take into account the gravity of planets, the sun,
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> and other celestial bodies!
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> Try out different tactics, e.g. sling shoting missiles around the sun,
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> spaming them, or lining up sniper shots!
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> Try out different tactics, e.g. sling shooting missiles around the sun,
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> spamming them, or lining up sniper shots!
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The game is made using the studio's "Sphere Engine"
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that is being implemented using Rust and Vulkan.
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> share their excitement and challenges through their dev blogs.
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In May, progress was made on the game models. Test have been created in order
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to fomalize what a testing suite should look like in Akigi. The interactive
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squences system was restructured to allow for a node system that could guide the
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player better. A data extraction system was put in place to view metricks from
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to formalize what a testing suite should look like in Akigi. The interactive
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sequences system was restructured to allow for a node system that could guide the
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player better. A data extraction system was put in place to view metrics from
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the game server.
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Some of this months's updates:
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Some of this month's updates:
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- [Learning to Think](https://devjournal.akigi.com/may-2020/065-2020-05-03.html#learning-to-think)
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- [Integration Testing](https://devjournal.akigi.com/may-2020/066-2020-05-10.html#integration-testing)
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[minds-eye]: https://github.com/MichaelStott/Minds-Eye
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## [vkeyes-demo-rs]
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### [vkeyes-demo-rs]
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![Video demo](vkeyes.gif)
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[vkeyes-demo-rs] by [Fun Maker] is a simple OpenVR+Vulkano demo with a twist:
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you can rotate your eyes separately with analog sticks.
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Also, the demo features asynchronous model/texture loading from .obj,
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.png, and OpenVR and uses dedicated queue for data transfer if available.
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.png, and OpenVR and uses a dedicated queue for data transfer if available.
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[vkeyes-demo-rs]: https://github.com/funmaker/vkeyes-demo-rs
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[Fun Maker]: https://twitter.com/FunMaker39
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> there’s still plenty of small game engines that don’t make any assumptions.
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> My favorite of these is ggez.
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[The source code for all stages could be found here.][rust-wasm-3d-src]
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[The source code for all stages could be found here.][pong-tut-src]
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[mkhan45]: https://mkhan45.github.io
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[pong-tut-1]: https://mkhan45.github.io/2020/05/19/Pong-tutorial-with-ggez.html
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with no features takes about ~3s on modern CPU.
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- Integration with `serde` ecosystem? Special `Format` implementations can load
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assets whose representation implement `serde::de::DeserializeOwned`.
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Crate includes `Format`s for loading assets from JSON, YAML and RON docuemts.
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Crate includes `Format`s for loading assets from JSON, YAML and RON documents.
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Crate's repo has few examples with nearly each line of the code explained.
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and easy-to-use editor which is able to load, modify, and save scenes in
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native engine format. The editor is based on rg3d engine, user interface
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is based on rg3d-ui crate which developing in parallel with editor. It is
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still in very early development phase, but it already have some basic
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still in very early development phase, but it already has some basic
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features:
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- Undo/redo
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During RustFest Zurich 2017, [Anselm Eickhoff] gave an interesting talk
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"Type-safe & high-perf distributed actor systems with Rust":
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brief histiry of Citybound, why Rust was choosen, actors in a networked setting,
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brief history of Citybound, why Rust was chosen, actors in a networked setting,
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a few live demos, and lessons learned.
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You can [watch the recording here][cb-video] ([slides][cb-slides]).

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