Source-1-Games
arewegameyet
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Source-1-Games | arewegameyet | |
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68 | 99 | |
572 | 670 | |
1.0% | 0.7% | |
0.0 | 7.0 | |
6 months ago | 10 days ago | |
SCSS | ||
- | Creative Commons Attribution 4.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Source-1-Games
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Some Source engine games not launching (Steam)
Sadly an old known Valve issue. https://github.com/ValveSoftware/Source-1-Games/issues/3729
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Potential Solution to Mouse Sensitivity Issues on Linux
You can either delete the libSDL that came with TF2 or define the one to load in your launch options. more info here: https://github.com/ValveSoftware/Source-1-Games/issues/1834
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Anyone who uses custom viewmodels, help?
I've found this usually happens for me when joining any server that uses sv_pure while I have custom files. All casual games use sv_pure so if it doesn't happen on any community servers then that could be why you're crashing. I've found some others here and here who have also noticed this issue in TF2 in the past.
- I dare you.
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Linux Kernel Has Been Forcing Different Behavior for Processes Starting with “X”
> The steam client is still 32bits, statically load "libX11" libs, statically load libGL.
Yes and you can't play HalfLife2 (the Linux native one) on inode64 filesystems.
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TF2 update for 10/12/22 (10/13/22 UTC)
The primary place for making bug reports would be the ValveSoftware/Source-1-Games issue tracker on Github. Valve employees don't usually respond to issues these days, but it's a good way to see if an issue has already been noticed. Joshua's responded directly to a few of those issues, and a number of others I've discussed there were quietly fixed.
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TF2 update for 6/23/22
To keep the signal-to-noise ratio sane, my recommendation is to check for duplicate issues and file new ones in the public issue tracker. Don't get in touch with them directly unless they've pulled a Jeff Hill or something, I know the TF2 community's starved for crumbs.
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Ubisoft is looking for a Linux/Debian developer for an unannounced project. The specific details are interesting.
In my defense, it's Valve's fault.
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"Hurtme" cheat command no longer works to heal and overheal
In the last TF2 update, the command hurtme no longer works with negative numbers. This was reported but the issue was closed. So, a command that works for overheal is ent_fire !self addoutput "health " . I'm writing this because cfgs used for practice jumps generally uses the hurtme command for giving the user overheal. Also, ent_fire !self SetHealth heals completely but doesn't give overheal, which can be useful too.
arewegameyet
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Egregoria is a city simulation with high granularity
I think Rust for games has come really far. I will cite https://arewegameyet.rs/ "Almost. We have the blocks, bring your own glue.".
All the blocks are there and the language is really well suited to games.
On top of my head:
The pros:
- The crate ecosystem and the package manager makes it really easy to integrate any useful component such as pathfinding, spatial partitioning, graphics backend, audio system.. Most crates take a lot of effort to be cross-platform so I can develop on linux and not spend too much time debugging windows releases.
- The strong typing and algebraic data types makes expressing the game state very pleasant. I also found I was able to develop a very big game without too many bugs even though I don't write many tests.
- Ahead of time compilation + LLVM guarantees you won't have to optimise for weird things around a virtual machine. Rust gives you more control to optimise hot loops as you can go low-level.
- I find wgpu to be the perfect balance between ergonomics and power compared to Vulkan. OpenGL support through wgpu is also a nice addition for lower end devices.
- The Rust community is very helpful, you can often talk directly to crate maintainers
The cons:
- Compilation times, when compared to JITed languages such as C# can be very painful. It can be alleviated by buying a 3950X but I still often get 10-30s iteration times.
- The static nature of Rust means you often need a dynamism layer above to tweak stuff that can be awkward to manage. I made inline_tweak for this purpose but it's really far from how easy Unity makes it. https://github.com/Uriopass/inline_tweak
- Since Rust feels very ergonomic, you are tempted to write almost all game logic within it, so mod support feels very backwards to implement as you cannot really tweak "everything" like in Unity games. Thankfully "Systems" game like Factorio or Egregoria can be theoretically split into the "simulation" and the "entities" so mod can still have a great impact. Factorio is built in C++ so has the same problematic. Their Lua API surface is quite insane to be able to hook into everything. https://lua-api.factorio.com/latest/
Now, I have to talk about Bevy: https://bevyengine.org/. It did not exist when I started but it is a revolution in the Rust gamedev space. It is a very powerful 100% Rust game engine that makes you write game code in Rust too. It has incredible energy behind it and I feel like if I'd used Bevy from the start I wouldn't have had to develop many core engine systems. Its modular design is also incredibly pleasant as you can just replace any part you don't like with your own.
- What is Rust's potential in game development?
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Struggling to find practical uses for Rust
For practical uses of Rust? Whatever you want to program. People use Rust for game development, GUIs, web dev, and more. Anything where abstraction, speed, concurrency, memory safety, etc. are important, Rust will probably be a good fit.
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Latest Zen Kernel......
Are we game yet? "Almost. We have the blocks, bring your own glue"
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Really frustrated. [Warning: Bit of a negative rant]
Not seeing anything else that's close to photo realistic. I'm hitting the tough bugs first all too often. More than half my time has been spent on ecosystem problems.
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What are some stuff that Rust isn't good at?
I also know of https://arewegameyet.rs/
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Chrome ships WebGPU, a sort-of successor to WebGL. How soon do you see this being adopted by the game dev community?
Yes — and in fact, Firefox's implementation has been the go-to graphics API for folks trying to make Rust gamedev happen for a long time now. Bevy Engine's renderer is built on it, for example.
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Are We <Thing> Yet?
They're all/mostly websites about the state of the Rust language ecosystem. For example, can you write games in Rust (https://arewegameyet.rs/) or what's the state of the async (https://areweasyncyet.rs/)
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Drew a triangle by following Vulkan tutorial, but I understand almost nothing. Where do I go from here?
Now comes the most controversial part of my answer: learn Rust. I cannot convey in works how insanely unfriendly the C/C++ world is to inexperienced programmers. This may sound counterintuitive, because the same can be said about Rust, but not really. It's much easier to get started with Rust and finish your first project than it is to learn how to manage, build, and maintain even the smallest of C++ projects. But this isn't why I'm asking you to migrate to rustland. My reason for suggesting so is WebGPU. WebGPU is probably the best modern graphics API that's also incredibly well-documented and beginner-friendly. For this reason I believe it to be the #1 API for beginners going forward. Rust has an increasingly great WebGPU story and graphics ecosystem. If this doesn't convince you, that's also ok. There's a beginner-friendly wrapper course for the Vulkan tutorial that you're following so you can go on with your Vulkan journey after you've done some exploring. Note that this course is incomplete and kinda in the middle of a hiatus, but what's there is more than enough to get you started.
- Rust – Are We Game Yet?
What are some alternatives?
Ultimate-TF2-Visual-Fix-Pack - A pack of visual fixes for TF2, to be sent to Valve.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
team-comtress-2 - Team Fortress 2, but with a lot of fixes, QoL improvements and performance optimizations! [Moved to: https://github.com/mastercomfig/tf2-patches]
rust-rdkafka - A fully asynchronous, futures-based Kafka client library for Rust based on librdkafka
GameDev-Resources - :video_game: :game_die: A wonderful list of Game Development resources.
detonator - 2D game engine and editor 💥💣
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
gdnative - Rust bindings for Godot 3
bevy - A refreshingly simple data-driven game engine built in Rust
macroquad - Cross-platform game engine in Rust.
Fyrox - 3D and 2D game engine written in Rust