5 ms·
Does anyone use Rust for hobbyist game development? What is your experience?
by sridca 8y ago
Does anyone use Rust for hobbyist game development? What is your experience?
- steveklabnik 8y agoYou might want to ask over at /r/rust_gamedev
- drclau 8y agoYou may find this site useful: http://arewegameyet.com http://arewegameyet.com
- Errsher 8y agoIs there a list of these websites anywhere?
- bhargav_ 8y agoI don't think so, but so far the only other such websites I've seen are http://www.arewewebyet.org/ http://www.arewewebyet.org/ and https://areweasyncyet.rs/ https://areweasyncyet.rs/ . Though looks like there used to be a areweembeddedyet.org[1], but now https://docs.rust-embedded.org/ https://docs.rust-embedded.org/ seems to be the main jumping off point for rust embedded. [1]: https://github.com/rust-embedded/wg/issues/15 https://github.com/rust-embedded/wg/issues/15
- deleted 8y ago[deleted]
- the8472 8y agoCheck http://arewemetayet.com/ http://arewemetayet.com/
- mbrubeck 8y agohttps://wiki.mozilla.org/Areweyet https://wiki.mozilla.org/Areweyet
- status_quo69 8y agoI do, it's generally pretty nice and there are a lot of well thought-out libraries available. However, figuring out how to interop between a scripting language and an ECS isn't the most trivial thing since rust's type system doesn't always want to be flexible, YMMV. I'm currently using GGEZ for rendering and utility functions, but if you wanted something a bit larger and more opinionated/mature, amethyst is your current best bet. I'm happy to answer any other questions about it! It's been an interesting learning experience so far and I plan to put a lot more down on paper once I have at least a small game running end to end.
- est31 8y ago* The edit-compile-run cycle is pretty slow in the default configuration. If you compile in debug, it's too slow to run nicely, if you compile in release, you wait for the compile to finish. What I've done is to override the debug profile to optimize dependencies, it makes the game much faster. Also, I'm setting the linker to lld because it is multithreaded and much faster in general than the default linux bfd. * You have to do a lot of stuff yourself. The experience is not like with unity or godot where you have a powerful editor together with a powerful engine taking care of everything for you. * There is a large ecosystem below the level of unity/godot which lets you choose very precisely how much you want to do yourself and how much you want to have abstracted away. Games in Rust have been published so most of the stuff is around and if you are already familiar with SDL or LÖVE you will find the two in Rust as well. * The community on IRC and Gitter and other places is really helpful to people with questions. Both gamedev related and unrelated to gamedev. In general, I think if you like gamedev as a hobby and want to learn Rust, it's a great opportunity. If you want quick progress on your game and don't like unpolished stuff then I'd recommend C# or Gdscript. For me, I've already done Rust in other areas and really enjoyed doing games as well.