Does anyone here work in gamedev with Rust as their primary language?

This page summarizes the projects mentioned and recommended in the original post on /r/rust

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  • blender-tools

    🐵 Embark Addon for Blender

  • I work at Embark Studios on our creative platform. Our team is building everything in rust.

  • CodeLLDB

    A native debugger extension for VSCode based on LLDB

  • Are you on Windows or Linux? On Windows I've had nothing but trouble getting code-lldb to display debug info for any sort of nontrivial data structure due to this issue, which means I need to switch to x86_64-pc-windows-gnu, but then that breaks other upstream crates that use cc to compile C++ code.

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  • Ambient

    The multiplayer game engine

  • I work on Ambient, an open-source platform for streamed[1] multiplayer games written entirely in Rust. We're a Swedish startup that supports remote and we're hiring for self-starters - if you think you can flourish in a startup environment, feel free to apply!

  • Cargo

    The Rust package manager

  • These two issues: #11704 and #4763 lay out the issue I've encountered and I imagine most larger games would as well. It's common to use the preprocessor to strip out code for specific build types (in this case client vs. server). However, cargo check and other rust tools work under the guidance/assumption that features are additive, not subtractive, and that they don't break semver. Specifically, if you're using features to remove code and alter your APIs in the process (as you commonly would with the C++ preprocessor), you'll encounter false positive errors when features like cargo workspaces unify your features by enabling them all.

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