static_aabb2d_index
Fast static 2D axis aligned bounding box index (by jbuckmccready)
zemeroth
😠⚔️😈 A minimalistic 2D turn-based tactical game in Rust (by ozkriff)
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static_aabb2d_index | zemeroth | |
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2 | 7 | |
27 | 1,376 | |
- | - | |
6.5 | 3.2 | |
8 months ago | about 1 month ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
static_aabb2d_index
Posts with mentions or reviews of static_aabb2d_index.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-10-27.
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Is there a quadtree implementation with generic types for the coordinates?
Depending on your use case this crate provides a very fast static (must be rebuilt to add/remove bounding boxes) axis aligned bounding box index: https://github.com/jbuckmccready/static_aabb2d_index. It's very fast to build the index using hilbert curve sorting and forms the index structure as a tree with controllable node sizes.
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Efficient Computation of the Hilbert Curve
Here is the approach ported to rust code for a 2D spatial index: https://github.com/jbuckmccready/static_aabb2d_index/blob/master/src/static_aabb2d_index.rs#L411
zemeroth
Posts with mentions or reviews of zemeroth.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-07-09.
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Decision paralysis: ggez or macroquad
i've used both in zemeroth: i migrated it from ggez to macroquad mostly because ggez at that time didn't support android and web targets. but i'd say that the main difference is tech stacks they're using: while ggez extensively reuses the existing rust gamedev ecosystem (winit, wgpu, rodio, etc), mq was written mostly on top of minimalist or its own specialized libraries (see miniquad).
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Why are there no simple graphics framworks?
nope, /u/not-fl3 is the author. i'm just using it in my zemeroth.
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What's everyone working on this week (41/2021)?
Trying to get back to the development of my turn-based game Zemeroth: going to finish the first iteration of settings screen for configuring widgets' size and screen offset, and get back to writing devlogs for the v0.7 release.
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How do I cross compile a game made in macroquad targeting MacOS from ubuntu 20.04?
Depends on CI system you prefer. Here's Zemeroth's Github Actions release config for example: https://github.com/ozkriff/zemeroth/blob/master/.github/workflows/release.yml
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Publish Rust game in Macroquad on Android's Google Play
Tutorial is based on a public test of zemeroth game.
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Know of any projects using WASM
zemeroth: a 2D game with desktop versions, but also a wasm online version
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RustGameDev Podcast #4: Fedor Logachev (SHAR, miniquad, macroquad)
Oh, I was really waiting for this episode as my Zemeroth game shares a lot of history with mini~ and macroquad. Here're some of my thoughts.