arewegameyet
learn-wgpu
arewegameyet | learn-wgpu | |
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99 | 75 | |
677 | 1,384 | |
0.9% | - | |
7.1 | 8.2 | |
6 days ago | 4 days ago | |
SCSS | Rust | |
Creative Commons Attribution 4.0 | MIT License |
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arewegameyet
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Is rust suitable for multiplayer games?
arewegameyet
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Someday, maybe, we will be game. I hope.
"While the ecosystem is still very young, you can find enough libraries and game engines to sink your teeth into doing some slightly experimental gamedev."
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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/)
learn-wgpu
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
- Help me get started with 3D graphics in Rust
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
- Learn Wgpu
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Learning OpenGL before wgpu?
So I was wondering if opting for option 1 would be better to begin with. OpenGL has a much bigger community and wgpu only has its documentation which I hear is not quite up there yet. There is this excellent tutorial for wgpu that I read through, but it seems like wgpu can be a lot more complicated than starting with OpenGL.
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Getting started with computer graphics with Rust
I started with wgpu tutorial (https://sotrh.github.io/learn-wgpu/) since I like the idea of portability and it's a Rust-first library, but it seems I'm missing some foundations of how CG works in general: the code is given, a little of explanation like it assumes I already know something, maybe I'm wrong, but I wish there was a longer explicit version.
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Trying to learn wgpu
If you haven't seen it: https://sotrh.github.io/learn-wgpu/ is a good introduction that will explain most of what you asked, then can refer to rend3d or bevys renderer to see how a render graph works.
What are some alternatives?
Godot - Godot Engine – Multi-platform 2D and 3D game engine
ash - Vulkan bindings for Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
glium - Safe OpenGL wrapper for the Rust language.
rust-rdkafka - A fully asynchronous, futures-based Kafka client library for Rust based on librdkafka
SDL - Simple Directmedia Layer
GameDev-Resources - :video_game: :game_die: A wonderful list of Game Development resources.
winit - Window handling library in pure Rust
detonator - 2D game engine and editor 💥💣
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)