api-guidelines
gdnative
api-guidelines | gdnative | |
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32 | 93 | |
1,203 | 3,565 | |
0.6% | 0.5% | |
3.3 | 7.2 | |
about 2 months ago | 24 days ago | |
Rust | ||
Apache License 2.0 | MIT License |
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api-guidelines
- Best practices for designing traits in public crates?
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Functional Options Pattern in Go and Rust
Just wanting to let this here for some further input: - https://rust-lang.github.io/api-guidelines/ - https://rust-unofficial.github.io/patterns/ - https://deterministic.space/elegant-apis-in-rust.html
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Hey Rustaceans! Got a question? Ask here (15/2023)!
The API guidelines will help you write nice APIs. Clippy will usually at least find some things, try running with -Wclippy::pedantic for a lot more messages. Also you can ask mentors for specific guidance. Hope that helps.
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Naming traits
There has been some previous discussion on this here: https://github.com/rust-lang/api-guidelines/discussions/28
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What is the proper guidance on using generics as parameters for an API
I'm currently writing an API and using the API guidelines book. On the Flexibility page, there's a section on using generics as function parameters to minimize assumptions. The issue that I'm having is that the only example it gives is std::fs::File::open. Specifically, I want to know what is the "standard" way to use generics as parameters?
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Prefixes in name and Reexports
I search up in the rust-api-guideline, but no luck finding something like this. There used to be an Organization according to this thread, but upon digging the repo commits, it was deleted by this commit. "We can reintroduce this section if we come up with a way to give firmer advice here."
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What are some good practices when writing rust?
public api of a library should follow Rust API Guidelines.
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astro-float 0.6.6 arbitrary precision floating point library update
API was made compliant with Rust API Guidelines.
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Picking Up Rust Before C With My Goals In Mind?
Finally, there's also the Little Book of Rust Books where you could look for tutorial materials or things like like Rust Design Patterns, Rust API Guidelines, and The Rust Performance Book. (See also rust-learning)
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Learning rust
Rust API Guidelines: If you're planning on building libraries or APIs in Rust, these guidelines provide recommendations for designing and presenting APIs in the language. They're written by the Rust library team, based on their experience building the Rust standard library and other crates in the ecosystem.
gdnative
- Can someone explain how exactly are multiple languages supported in a single game engine
- Will rust ever become a first class citizen in Godot?
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Non web-based crossplatform GUI frameworks focused on security
It's a little less standard use, but Godot has been used to build application guis, which could be paired with rust bindings to implement app logic. I can't speak to reproducibility/scalability, but Godot's ui is extremely solid, and I'd probably choose that over Bevy until Bevy's ui progress matures.
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What is Rust's potential in game development?
Adding onto this, I successfully written a game in Godot using gdnative / gdext. I started with a split approach using gdscript and rust for CPU intensive but found that the API layer was slow at transferring large amounts of data (serialization?). I ended up rewriting it in all rust and it worked like a charm. I was able to target native and web assembly, the web assembly was much slower but worked on the browser.
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Why is it so difficult to learn to use Bevy?
Check this: https://github.com/tomuxmon/bevy_roguelike if you are still into bevy. Scheduling is a bit bork and I have not found time to port it to latest bevy. But most of the systems should work fine(if used on latest bevy). But again. If you want faster result go with something like Godot. In fact, just go with Godot. It is mature, easy to start, no lock in(free and MIT license), a lot of learning material. Also with Godot you can also use Rust https://godot-rust.github.io/. Ditch Unity (do not have time to explain 😅). Have fun!
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GDScript is fine
Bevy Godot-Rust
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Rust – Are We Game Yet?
> Same for Godot.
While likely true that it's "Unlikely to ever be as supported" as the 4 officially supported languages[0] ("GDScript, C#, and, via its GDExtension technology, C and C++."), Godot's GDExtension technology is specifically intended for use in adding support for other languages.
The most relevant tracking issue for Rust is presumably:
* <https://github.com/godot-rust/gdnative/issues/824>
Which links to:
* <https://github.com/godot-rust/gdextension>
[0] https://docs.godotengine.org/en/4.0/getting_started/step_by_...
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OK so whose gonna tell them
...Godot v3.x has Rust support via godot-rust and Godot v4.0 is released as of this month?
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Godot 4.0 is out
I was curious, and looked it up. Nothing built in, but there's an interesting project that works with godot: https://godot-rust.github.io/
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There's the Rust Player still going wrong subreddit?
There's people working on it: https://godot-rust.github.io/
What are some alternatives?
wasm-bindgen - Facilitating high-level interactions between Wasm modules and JavaScript
bevy - A refreshingly simple data-driven game engine built in Rust
patterns - A catalogue of Rust design patterns, anti-patterns and idioms
Godot - Godot Engine – Multi-platform 2D and 3D game engine
too-many-lists - Learn Rust by writing Entirely Too Many linked lists
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
idiomatic-rust - 🦀 A peer-reviewed collection of articles/talks/repos which teach concise, idiomatic Rust.
macroquad - Cross-platform game engine in Rust.
rust - Empowering everyone to build reliable and efficient software.
wgpu - Cross-platform, safe, pure-rust graphics api.
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.