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Embark Studios: Homegrown Rendering with Rust
- repi 5y agoJohan, CTO at Embark here, feel free to shoot any questions about Rust, open source, rendering, or gamedev here. When we started Embark 3 years ago it was one of our core principles to build games in a new more modern and open way, less massive monolithic closed source C++ repositories and building and working with an open community and modern language instead - and Rust with the wide and friendly ecosystem has been a huge motivation and core part of this. And feels great to be able to contribute back with our experiences, approaches, and concrete open source projects and contributions.
- billconan 5y agothe rendering quality is so great. is it done in raytracing?
- repi 5y agoRaytracing is used for part of the dynamic global illumination steps, shadows, and also for the reflections which is a great help. But there are also many other steps that contribute to the overall image quality of the HDR post-processing, glare, etc. but having dynamic global illumination in scenes is huge as anyone can just build a simple scene and the GI will make sure everything fits together nicely, including the warm bounced lighting in the simple colorful scenes.
- astlouis44 5y agoWASM support?
- repi 5y agowe use WASM heavily, but outside the browser and integrated into our own "game" client & server as a powerful sandboxed cross-platform runtime environment. we write our WASM modules in Rust as well and share a lot of crates from our native Rust code and GPU Rust code.