StationIapetus
rapier
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StationIapetus | rapier | |
---|---|---|
20 | 39 | |
284 | 3,545 | |
- | 5.6% | |
8.8 | 8.4 | |
3 days ago | 4 days ago | |
Rust | Rust | |
GNU General Public License v3.0 only | Apache License 2.0 |
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.
StationIapetus
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Are there any AAA or indi games being developed in Rust?
Check Station Iapetus, "commercial project that will eventually be released in Steam".
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5 Rust game engines to consider for your next project
Besides being clear and easy to use, one of its popular features is the scene editor, which provides a scene preview as demonstrated in this example:
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Fish Fight – Everlasting Games
StationIapetus is also big enough.
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RG3D (Rust game engine) feature highlights
Thanks! I do have two pretty big games written with the engine - https://github.com/mrDIMAS/StationIapetus and https://github.com/mrDIMAS/rusty-shooter . I've started writing them because it is impossible to get right feature set, without a game that uses it.
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[Media] rg3d game engine v0.22 - feature highlights
Thanks! Huge breaking changes in the API are rare, I'm trying to design the API to be good from the first try. I have three dependent projects, so every breaking change forces me to fix all of those. Usually I need an hour or so to make it compile again, even on large projects like this.
- Station Iapetus: 3rd person shooter in Rust using the rg3d game engine
- Bevy 0.5: data oriented game engine built in Rust
- Station Iapetus - 3d third-person shooter written in Rust - Progress Report
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Station Iapetus - the game written in Rust based on rg3d game engine. It is still in early development stage, but there is lots of progress.
Hello! I've been working on this project for almost 3 months already and it has some decent progress I want to share with the community. The game is about task-force agent sent to the space station to investigate why connection with the station was lost. The plot is incomplete, it is a bit early for writing it entirely, because I'm just "whiteboxing" everything for now, and working on mechanics of the game. Here are the project links: https://github.com/mrDIMAS/StationIapetus and https://github.com/mrDIMAS/rg3d .
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Assembling a scene in rusty-editor which is an editor for rg3d engine
Station Iapetus - https://github.com/mrDIMAS/StationIapetus
rapier
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Xkcd 2916: Machine
Ok, so this uses https://rapier.rs/ which is very cool
Rapier, alongside https://nalgebra.org/ (which it uses underneath) has seriously good documentation and some advanced features like cross-platform determinism (something made hard by the way floating point differs between platforms)
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Code examples: see examples2d, examples3d-f64 and examples3d directories
- Rapier: Fast 2D and 3D physics engines written in Rust
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Bevy XPBD: A physics engine for the Bevy game engine
What are the pros and cons compared to something like Rapier? When should one use Bevy XPBD instead of Rapier, or vice versa?
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What's everyone working on this week (22/2023)?
Still using Rust in a browser-based multiplayer party game I'm working on! I'm using Actix Web for the backend and rapier2d to handle my game's physics. I'm looking to make some more connections amongst the developer / gaming community through my game down the line.
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Constructing a piston/muscle/gas strut in bevy_rapier3d?
I have noticed that Rapier 0.17 contains a RopeJoint struct, which constrains maximum distance between two dynamic bodies. It doesn't seem to have found its way into bevy_rapier3d yet so I haven't understood whether it supports (half of) my use case, and looking at the code (https://github.com/dimforge/rapier/blob/master/src/dynamics/joint/rope_joint.rs) I really cannot see how it is actually implemented and how I could extend it to also set a minimum distance, but this may be a place to start.
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Next part of my platformer in bevy series
I was also frustrated with the kcc, so I opened a PR that fixes most of my issues: https://github.com/dimforge/rapier/pull/446
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What libraries does Idris need to increase adoption?
Likewise, see the js bindings of Rapier.
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Good resources for structuring a 2d physics engine in Rust?
Maybe check out how Rapier does it. Rapier is likely the most advanced physics engine in Rust. (Though Embark Studios is doing some crazy stuff with ML physics.)
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A Rust client library for interacting with Microsoft Airsim https://github.com/Sollimann/airsim-client
rapier
What are some alternatives?
detonator - 2D game engine and editor 💥💣
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
rusty-shooter - [suspended] 3d shooter written in Rust using rg3d
bevy - A refreshingly simple data-driven game engine built in Rust
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
parry - 2D and 3D collision-detection library for Rust.
froggy - Component Graph System experiment
nakama - Distributed server for social and realtime games and apps.
wgpu-rs - Rust bindings to wgpu native library
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
rusty-editor - Scene editor for rg3d engine
gdnative - Rust bindings for Godot 3