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title = " This Month in Rust GameDev #14 - September 2020"
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- date = 2020-10-05
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+ date = 2020-10-07
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transparent = true
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- draft = true
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Welcome to the 14th issue of the Rust GameDev Workgroup's
@@ -32,8 +31,6 @@ Table of contents:
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- [ Library & Tooling Updates] ( #library-tooling-updates )
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- [ Popular Workgroup Issues in Github] ( #popular-workgroup-issues-in-github )
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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:
@@ -107,8 +104,8 @@ _A reprise from hunting at night_
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In October, Veloren will keep pushing towards more scalable infrastructure.
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Tests are happening to move towards a Kubernetes cluster to manage more
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- infrascture from code. Optimizations will keep coming in as we find places to
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- improve. 0.8 may release sometime this month, however the exact date is yet to
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+ infrastructure from code. Optimizations will keep coming in as we find places to
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+ improve. 0.8 may release sometime this month, however, the exact date is yet to
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be set.
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[ veloren ] : https://veloren.net
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- isometric buildings and support for textures by [ Michael] [ mkirk ] ;
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- a flurry of major UI updates, thanks to the return of the project's UX
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designer;
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- - an option to disable parking simulation, to workaround missing data.
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+ - an option to disable parking simulation, to workaround missing data;
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- alleyways imported from OSM;
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- more realistic traffic signal timing constraints, thanks to
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[ Sam] [ NoSuchThingAsRandom ] , a new contributor.
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[ mkirk ] : https://github.com/michaelkirk
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[ NoSuchThingAsRandom ] : https://github.com/NoSuchThingAsRandom/
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+ ### [ Garden] [ garden ]
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+
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+ ![ screenshot: trees and water] ( garden.jpeg )
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+
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+ [ Garden] [ garden ] is an upcoming game centered around growing realistic plants.
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+ Some of the updates from [ the September devlog] [ garden-devlog ] :
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+
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+ - The project switched to Nvidia’s PhysX from a custom physics engine.
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+ - More accurate plant clone placement.
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+ - Significant rendering performance improvements.
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+ - Work on saving and loading system has begun.
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+
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+ [ garden ] : https://epcc.itch.io/garden
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+ [ garden-devlog ] : https://cyberplant.xyz/posts/september/
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+
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+ ### [ galangua]
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+
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+ ![ screenshot] ( galangua.png )
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+
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+ [ galangua] by [ @tyfkda ] is a dynamic 2D shoot 'em up game,
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+ written in Rust using SDL2.
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+ It works on the desktop as well as in the browser.
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+
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+ [ The source code is available here.] [ tetris-bane-src ]
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+
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+ [ galangua ] : https://tyfkda.github.io/galangua/
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+ [ galangua-src ] : https://github.com/tyfkda/galangua
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+ [ @tyfkda ] : https://twitter.com/tyfkda
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+
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### [ Way of Rhea]
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[ ![ Way of Rhea logo] ( way-of-rhea-header.jpg )] [ Way of Rhea ]
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and the puzzles are better tutorialized, and there are more of them.
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- A tiny amount of screen shake was added to the game.
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- Work has begun on a couple of new levels for the ice biome
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- - In this biome, you have to learn to predict the behavior of the
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- crabs to solve the puzzles
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+ In this biome, you have to learn to predict the behavior of the
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+ crabs to solve the puzzles.
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- ![ Ice Biome] ( way-of-rhea-ice-biome-snowcrab.png )
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+ ![ Ice Biome] ( way-of-rhea-ice-biome-snowcrab.png )
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Follow [ @AnthropicSt ] or [ @masonremaley ] on Twitter or
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[ sign up for the mailing list] [ anthropic-newsletter ] for updates.
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![ Mimas screenshot] ( mimas.png )
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[ Mimas] is a WIP voxel engine and game, inspired by Minetest and Minecraft.
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- It's been in development since almost 2 years, and has recently seen a public
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+ It's been in development for almost 2 years and has recently seen a public
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prototype release 0.4.0.
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- Several of the features that have already been implemented as of Oct 1st :
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+ Several of the urrent features :
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- - Procedural map generation with hilly landscape, trees, flowers, water and caves
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+ - Procedural map generation with hilly landscape, trees, flowers, water, and caves
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- Map manipulation (removal/addition of blocks)
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- Crafting
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- Chests
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- Unification of I/O means.
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- Making things ready for publication.
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- Main features of reported version are:
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+ Main features of the reported version are:
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- Ability to generate one or many worlds from customizable presets.
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- Ability to have output in both raw (b/w .png) and colorized images.
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- Generated data is as follows: terrain, watermask, biomes, rivers, geological regions,
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- rainfall and temperature.
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+ rainfall, and temperature.
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For main feature reports and dev blogs follow [ @pGLOWrpg ] on Twitter.
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@@ -288,11 +314,42 @@ For main feature reports and dev blogs follow [@pGLOWrpg] on Twitter.
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of a platforming game which take inspiration
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from an old iOS game created back in 2014. The game is running with [ Bevy] [ bevy ]
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as its core. The gameplay isn't there yet, but you as a player need to jump on
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- furnitures, collect coins and fight lava/fire based enemies with your water gun.
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+ furnitures, collect coins, and fight lava/fire based enemies with your water gun.
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[ @captainfleppo ] : https://twitter.com/captainfleppo
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[ bevy ] : https://bevyengine.org
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+ ### [ Zemeroth] [ zemeroth ]
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+
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+ ![ Summoner imps throw a swordsman around] ( zemeroth_chain.gif )
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+ _ Be careful with chained reaction attacks!_
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+ [ Zemeroth] [ zemeroth ] by [ @ozkriff ] is a minimalistic 2D turn-based tactical game.
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+ Some of the recent updates:
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+
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+ - The game now [ stores simulated text lifetimes] [ zemeroth-text ] for each tile
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+ during the event processing to reduce popup text overlapping.
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+ - Push bombs are more useful now: they still don't cause direct damage,
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+ but [ now they can push away other bombs too] [ zemeroth-bombs ] .
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+ - [ All the assets sources are merged into the main repository] [ zemeroth-assets ]
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+ and the project now uses [ resvg] instead of console Inkscape
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+ for svg->png rendering.
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+ - Abilities [ don't have parameters now] [ zemeroth-abilities ] .
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+ - Dynamic depth-sorting [ was implemented] [ zemeroth-zsort ] .
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+ - The work on adding sounds continues:
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+ check out the [ video of the first results] [ zemeroth-audio ] 🔊.
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+ - Smaller UI improvements and bugfixes.
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+
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+ [ zemeroth ] : https://github.com/ozkriff/zemeroth
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+ [ @ozkriff ] : https://twitter.com/ozkriff
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+ [ zemeroth-bombs ] : https://twitter.com/ozkriff/status/1304458740758970368
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+ [ zemeroth-abilities ] : https://twitter.com/ozkriff/status/1300817277714075648
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+ [ zemeroth-assets ] : https://twitter.com/ozkriff/status/1297239743269412864
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+ [ zemeroth-zsort ] : https://twitter.com/ozkriff/status/1310603877507620865
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+ [ zemeroth-text ] : https://twitter.com/ozkriff/status/1306651821314891776
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+ [ zemeroth-audio ] : https://twitter.com/ozkriff/status/1303736184045174785
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+ [ resvg ] : https://lib.rs/resvg
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+
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### [ Akigi] [ akigi ]
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[ Akigi] [ akigi ] is a WIP online multiplayer game.
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[ @fasterthanlime ] published a giant blog post
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[ "So you want to live-reload Rust"] [ fasterthanlime-post ]
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- \- a very deep techincal dive into reloading a dylib
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+ \- a very deep technical dive into reloading a dylib
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and a bunch of related issues.
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Lots of interesting insights for folks who want
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to better understand nuances of hot reloading.
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### [ Learn WGPU] [ learn-wgpu ]
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This month [ @sothr ] released another chapter
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- of the [ "Learn WGPU"] [ learn-wgpu ] tutoral :
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+ of the [ "Learn WGPU"] [ learn-wgpu ] tutorial :
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[ "Threading WGPU Resource Loading with Rayon"] [ learn-wgpu-threading ] .
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Also, the whole tutorial [ was upgraded to WGPU v0.6] [ learn-wgpu-upgrade ] .
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[ learn-wgpu-threading ] : https://sotrh.github.io/learn-wgpu/intermediate/tutorial13-threading
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[ learn-wgpu-upgrade ] : https://sotrh.github.io/learn-wgpu/news/#_0-6
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- ### [ Is it easy to draw a line ?] [ Lines ]
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+ ### [ Is It Easy to Draw a Line ?] [ Lines ]
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![ hexagonal strategy map with region borders] ( lines_hexstrat.jpeg )
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_ Example of result chains._
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A small note by [ @VladZhukov0 ] about drawing lines and chains
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with signed distance fields.
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The resulted lines are nice looking on edges and have rounded corners.
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- Chains for this article assumed to be opaque.
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+ Chains for this article are assumed to be opaque.
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Check out the [ online demo] ( https://pum-purum-pum-pum.github.io/lines/ )
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and its [ source code] ( https://github.com/pum-purum-pum-pum/Lines ) .
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[ audir] is a low level audio library supporting Windows (WASAPI), Linux (Pulse)
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and Android (OpenSLES & AAudio).
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- It aims at provide a minimal and mostly unsafe but feature-rich API on top of
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+ It aims at providing a minimal and mostly unsafe but feature-rich API on top of
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common audio backends with focus on gaming applications. The initial release
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version 0.1.0 provides basic recording and playback support for all available
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backends, including a small music player example!
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[ gfx-portability] is a Vulkan portability implementation based on [ gfx-rs] .
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It's basically a drop-in implementation of Vulkan on top of Metal and D3D12,
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- useful on platforms that don't have native Vulkan support, or buggy drivers.
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+ useful on platforms that don't have native Vulkan support, or have buggy drivers.
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It released version [ 0.8.1] ( https://github.com/gfx-rs/portability/releases/tag/0.8.1 )
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with official support for the new [ KHR portability extension] [ khr-portability ] ,
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renderer.
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The [ docs] [ riddle-docs ] contain runnable examples for most methods and types.
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- The goal is to provide a stable foundation, resillient to developments in the Rust
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+ The goal is to provide a stable foundation, resilient to developments in the Rust
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gamedev ecosystem, on which games, custom engines, and other media applications can
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be built.
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@@ -817,7 +874,7 @@ This month 0.3 preview was released, featuring:
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- Improved [ documentation] [ macroquad-doc ] on docs.rs.
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- Screen reading shaders and a [ tutorial about them] [ article-screen-reading ] .
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- - Updated "shadertoy" - small interactive glsl playground - example.
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+ - Updated "shadertoy" - small interactive GLSL playground - example.
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Check out the [ web demo] [ shadertoy-web ] and its [ source code] [ shadertoy-src ] .
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[ ![ shadertoy] ( shadertoy.gif )] [ shadertoy-web ]
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[ miniquad ] : https://github.com/not-fl3/miniquad
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[ article-screen-reading ] : https://not-fl3.github.io/platformer-book/screen-reading.html
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[ shadertoy-web ] : https://not-fl3.github.io/miniquad-samples/shadertoy.html
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- [ shadertoy-src ] : https://not-fl3. github.io/miniquad-samples/ shadertoy.html
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+ [ shadertoy-src ] : https://github.com/not-fl3/macroquad/blob/master/examples/ shadertoy.rs
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[ macroquad-doc ] : https://docs.rs/macroquad/0.3.0-alpha.0/macroquad/index.html
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[ @fedor_games ] : https://twitter.com/fedor_games
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[ @not-fl3 ] : https://github.com/not-fl3
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[ ![ a scene with lightning and a hi-poly character model] ( rg3d.jpg )] [ rg3d_twitter ]
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_ Click to watch a [ video demo of one of the new examples] [ rg3d_twit ] ._
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- [ rg3d] by is a game engine that aims to be easy to use and provide large set
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+ [ rg3d] is a game engine that aims to be easy to use and provide large set
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of out-of-box features. Some of the recent updates:
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- Render to texture - it is possible to render scenes into textures.
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## Popular Workgroup Issues in Github
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+ - [ rust-gamedev/wg] ( https://github.com/rust-gamedev/wg ) :
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+ - [ #21 "Planning a survey for Rust game developers"] ( https://github.com/rust-gamedev/wg/issues/21 ) ;
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+ - [ #93 "Consider creating a game math library benchmark for the working group"] ( https://github.com/rust-gamedev/wg/issues/93 ) ;
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+ - [ rust-gamedev/ecs_bench_suite] ( https://github.com/rust-gamedev/ecs_bench_suite ) :
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+ - [ #13 "How results will be updated?"] ( https://github.com/rust-gamedev/ecs_bench_suite/issues/13 ) ;
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## Requests for Contribution
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<!-- Links to "good first issue"-labels or direct links to specific tasks -->
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[ simm-issues ] : https://github.com/mkhan45/SIMple-Mechanics/labels/good%20first%20issue
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[ bevy-issues ] : https://github.com/bevyengine/bevy/labels/good%20first%20issue
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- ## Jobs
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- <!-- An optional section for new jobs related to Rust gamedev -->
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- ## Bonus
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- <!-- Bonus section to make the newsletter more interesting
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- and highlight events from the past. -->
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That's all news for today, thanks for reading!
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