gdextension-nim
arewegameyet
gdextension-nim | arewegameyet | |
---|---|---|
2 | 99 | |
45 | 676 | |
- | 0.7% | |
10.0 | 7.1 | |
over 1 year ago | 11 days ago | |
Nim | SCSS | |
MIT License | Creative Commons Attribution 4.0 |
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gdextension-nim
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Anybody still trying to make Godot 4.X bindings?
I started some, based on the pure C instructions at https://github.com/gilzoide/hello-gdextension/blob/main/1.hello-c/README.md But it takes quite a bit of work to make the rest happen, and I'm not focusing on godot myself (making my own engine/framework), so I lost motivation for it. I figure this could also be the situation for other people who could potentially make them, like the attempt that was started at https://github.com/Hapenia-Lans/gdextension-nim So that's why I mention it. Maybe not very practical info, but thought it could be of help to know.
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Godot 4.0, C# or GDScript & GDExtension. Which will you use and why?
Someone seems to be working on that right now : https://github.com/Hapenia-Lans/gdextension-nim
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/)
What are some alternatives?
gdnative - Rust bindings for Godot 3
Godot - Godot Engine – Multi-platform 2D and 3D game engine
nodot - A video game node library for Godot 4
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
godotnim-samples - Dodge the Creeps and Conways Game of Life in Godot, and Nim!
rust-rdkafka - A fully asynchronous, futures-based Kafka client library for Rust based on librdkafka
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
GameDev-Resources - :video_game: :game_die: A wonderful list of Game Development resources.
NimForUE - Nim plugin for UE5 with native performance, hot reloading and full interop that sits between C++ and Blueprints. This allows you to do common UE workflows like for example to extend any UE class in Nim and extending it again in Blueprint if you wish so without restarting the editor. The final aim is to be able to do in Nim what you can do in C++
detonator - 2D game engine and editor 💥💣
hello-gdextension - Samples and experiments using Godot 4 + GDExtension
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community