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Using Rust for Game Development [video]
- Jare 8y agoThis is a fantastic talk about game architecture, regardless if you are interested in Rust or not.
- arconis987 8y agoThe generational index idea was exactly what I needed for a search index project I’ve been working on. Makes it much easier to safely insert and delete from a memory arena. Also, fascinating that Rust’s borrow checker sort of encourages you over time to adopt an entity component system architecture instead of a naive OO architecture.
- faitswulff 8y ago> Also, fascinating that Rust’s borrow checker sort of encourages you over time to adopt an entity component system architecture instead of a naive OO architecture. Is this true outside of gamedev contexts?
- unrealhoang 8y agoYes, for example UI programming. Since Rust makes none-linear data flow very inconvenient (Rc and RefCell), people often try to find data-oriented solution like ECS instead.
- bluejekyll 8y agoI'm not familiar with the parent comment, but after seeing this talk at RustConf, I've been strongly considering this pattern as a better way of storing associated data to an entity than OO design, especially in regards to high-scale systems where portions of an Entity might be stored across different datastores. The idea of operating on individual components of an entity is very compelling in those cases, it's not even novel. We often have done this by pulling data out of datastores in parallel array like requests. The difference with this model is that it creates an elegant interface over the data for an entity that isn't a bastardized version of OO, instead just the data and structures you need present in the context in which your working. As a non-gamedev, I found this really compelling.
- anderspitman 8y agoI had a very interesting experience as a Rust newbie developing a genetic algorithm simulation[0]. I started with my mental model of how to represent things, and I definitely felt like the borrow checker pushed me to adopt more ECS principles. [0] https://github.com/anderspitman/battle_beetles https://github.com/anderspitman/battle_beetles
- agumonkey 8y agoI read some 2015 review of rust from viva64 where they used benchmarkgame to show rust is still 3x C. Nowadays benchmarkgame has Rust and C in the same numbers. That's quite a feat.
- vvanders 8y agoI've mentioned it before but there's a chance for Rust to get better than most C code with the ability to implicitly mark mut& as restrict. Restrict is one of those very, very sharp tools that's usually only reserved for cases where you've profiled and done the extensive work to guarantee non-aliasing pointers. The fact that it's just implicit as part of the ownership design of Rust is pretty bad-ass.
- bluejekyll 8y agoFor those of us unfamiliar with restrict, I found this article: https://en.cppreference.com/w/c/language/restrict https://en.cppreference.com/w/c/language/restrict "The intended use of the restrict qualifier (like the register storage class) is to promote optimization, and deleting all instances of the qualifier from all preprocessing translation units composing a conforming program does not change its meaning (i.e., observable behavior). The compiler is free to ignore any or all aliasing implications of uses of restrict. To avoid undefined behavior, the programmer must ensure that the aliasing assertions made by the restrict-qualified pointers are not violated. ..."
- kibwen 8y agoAIUI it seems that one of the issues that Rust is having right now is that it actually has more precise information than LLVM is really capable of taking advantage of, which makes sense given that LLVM was originally intended to take advantage only of C's coarser restrict semantics. It's sort of a funny situation where the fact that Rust could improve on C's optimization capabilities is the same reason that it can't yet do so: it's using an optimizer designed for C! That said, I'm hardly an expert here and the situation on the ground may have changed since last I looked (or I may be completely misunderstanding the discussions that I've peeked into). An example of the problem in this GitHub issue: https://github.com/rust-lang/rust/issues/53105 https://github.com/rust-lang/rust/issues/53105
- mrec 8y agoJust watched this yesterday. I really like the pragmatic tone ("you don't have to go all the way, you can stop at any of these points and be fine"), and I love the "egoless" style of presentation. Illustrating your point using your own mistakes is much more compelling than picking on some artificial strawman.
- nightcracker 8y agoI'm the author of slotmap (https://github.com/orlp/slotmap https://github.com/orlp/slotmap) briefly mentioned at the end. I'm working hard on the requested 'independent allocation' (or secondary maps as I'm currently leaning on), and will have it ready soon.
- rapsey 8y agoHow is it different from slab crate?
- nightcracker 8y agohttps://docs.rs/slotmap/0.2.0/slotmap/#why-not-slab https://docs.rs/slotmap/0.2.0/slotmap/#why-not-slab
- raphlinus 8y agoI found this excellent talk to be complementary to my talk[1] on data-oriented GUI in Rust, not to plug my own work too much. I found a lot of common ground: * Trying to write object-oriented code in Rust doesn't work well. Writing data-oriented code does. * "Fighting the borrow checker" is a sign you might be doing it wrong. Try data-oriented approaches instead. * Use a structure-of-arrays rather than an array-of-structures. * Use what I call "state splitting" to borrow mutable references to just the state you need; this works well with the structure-of-arrays approach and is a powerful motivator to use it. * To build graph-like structures, reach for a Vec of components, and indexes into the Vec for relationships, as your first choice. Self-references, arena allocators, and Rc are viable alternatives, but you should have a good reason to use them instead of Vec. * Some form of dynamic typing is useful to keep your system loosely coupled (though we ended up with very different forms of dynamic typing, see below). * Data-oriented approaches have taken root in the C++ gaming community, mostly motivated by performance, but adapt well to Rust, and some of the ideas may be useful in domains beyond gaming. There were some other points that went beyond what I talked about, but could fit in well: * A "generational index" is a good way to avoid use-after-free style errors that result from the use of a stale index. The slotmap crate can help. And now for the things that are different. * The exact nature of dynamic typing is different. An ECS usually uses a registry of the different component types (anymap is a useful crate) and is quite open-ended in adding new types of components. My xi-win-ui, by contrast, has two main component types, Widget and listener, and does dynamic dispatch on a Widget trait. This naturally raises the question, which is better? From my perspective, both are valid. The pure ECS approach definitely makes sense when the components are interacting with each other in diverse ways (collisions, damage, etc). In a GUI, the components are mostly interacting with the framework, and have diverse behaviors within standardized interfaces (input, layout, paint). Thus, one point of my talk is that you don't have to reject all vestiges of object oriented programming, it's perfectly reasonable to hybridize, using data-oriented approaches for state splitting and graph structure, and dynamic dispatch for the behavior variation. My talk also went deeper into the ideas of "data flow rather than control flow" and the use of an event or command data structure rather than method calls. I'm not sure how deeply these ideas apply to games, but wouldn't be surprised if they do. [1] video: https://www.youtube.com/watch?v=4YTfxresvS8 https://www.youtube.com/watch?v=4YTfxresvS8 , slides: https://docs.google.com/presentation/d/1aDTRl5R-icAF38Di-qJ4FzAl3pLlutTKVFcr3mUGgYo/edit?usp=sharing https://docs.google.com/presentation/d/1aDTRl5R-icAF38Di-qJ4...
- epage 8y agoFor me, this was the introduction to ECS that made me "get it" and I'm slowly morphing my Rust implementation of the Liquid template language over to an ECS architecture.
- pcwalton 8y agoThis is a really good talk. The name undersells it: it's really "how to stop fighting the borrow checker" in general and not specific to games.
- erlend_sh 8y agoI encourage anyone interested in game development with Rust to check out the yet-to-be-formalised working group: https://internals.rust-lang.org/t/a-working-group-for-rust-game-development/8240?u=erlend_sh https://internals.rust-lang.org/t/a-working-group-for-rust-g... At the moment the main focus is just to get organised around some common tooling that everyone can get behind. At this point I'd say the most impactful project to contribute to is gfx-rs.
- gamegoblin 8y agoNot Rust specific, but in the same train of thought, here is an excellent series of articles going into other issues with OOP and game development, and touches on a few similar topics of cross-cutting concerns and their interaction with interface/class design: https://ericlippert.com/2015/04/27/wizards-and-warriors-part-one/ https://ericlippert.com/2015/04/27/wizards-and-warriors-part... https://ericlippert.com/2015/04/30/wizards-and-warriors-part-two/ https://ericlippert.com/2015/04/30/wizards-and-warriors-part... https://ericlippert.com/2015/05/04/wizards-and-warriors-part-three/ https://ericlippert.com/2015/05/04/wizards-and-warriors-part... https://ericlippert.com/2015/05/07/wizards-and-warriors-part-four/ https://ericlippert.com/2015/05/07/wizards-and-warriors-part... https://ericlippert.com/2015/05/11/wizards-and-warriors-part-five/ https://ericlippert.com/2015/05/11/wizards-and-warriors-part...
- lackbeard 8y agoI'll have to re-read this series, as it's been a while but I remember feeling dissastified after finishing it the first time. I think the conclusion was basically: yup, programming is hard, no matter what you do you're going to wind up with a big mess!
- phantarch 8y agoThat's an easy sentiment to come away with from every article in the series except the very last. The final one does offer (imo) a pretty clean solution to the problem he's been exploring, which boils down to viewing the rules of the game as the class definitions and using the things in the game world as data to be plugged in to the rules, rather than the other way around.
- zerr 8y agoSo far interesting, but it is very annoying that cynicism became the standard way to drive talks.
- Koshkin 8y agoRust: too little, too late.
- steveklabnik 8y agoWhy?