Rust – Are We Game Yet?

This page summarizes the projects mentioned and recommended in the original post on news.ycombinator.com

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  • AreWeRustYet

    Awesome list of "Are We *thing* Yet" for Rust

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  • arewegameyet

    The repository for https://arewegameyet.rs

  • unreal-rust

    Rust integration for Unreal Engine 5

    https://github.com/MaikKlein/unreal-rust

    Unlikely to ever be as supported as what Epic themselves maintain though. Same for Godot. If you want to use something that will for sure support Rust, you better use a Rust project for the games.

  • rustc-perf

    Website for graphing performance of rustc

  • arewewaylandyet

    Sources for https://arewewaylandyet.com

  • JoltPhysics

    A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.

    As far as physics engines go: Jolt currently seems to kinda disrupt the decade-long equilibrium, at least as far as I'm aware:

    https://github.com/jrouwe/JoltPhysics

  • awesome-embedded-rust

    Curated list of resources for Embedded and Low-level development in the Rust programming language

  • not-yet-awesome-embedded-rust

    A collection of items that are not yet awesome in Embedded Rust

    And a list of things missing: https://github.com/rust-embedded/not-yet-awesome-embedded-ru...

  • And a list of things missing: https://github.com/rust-embedded/not-yet-awesome-embedded-ru...

  • wg

    Coordination repository of the Game Development Working Group (by rust-gamedev)

    These are issues that I'm aware of that are "tracking" the status of Rust on console:

    * <https://github.com/rust-gamedev/wg/issues/90>

    * <https://github.com/EmbarkStudios/rust-ecosystem/issues/18>

    I say scare quote tracking because due to the nature of console NDAs it's unlikely you'll see much if any useful details in an open public forum.

    The issues aren't dissimilar to those facing Godot (although it has the benefit it's able to use existing C++ compilers) and the project has previously outlined some of the issues involved:

    * <https://docs.godotengine.org/en/4.0/tutorials/platform/conso...>

    * <https://godotengine.org/article/godot-consoles-all-you-need-...>

    The current "solution" seems to be console-related development activity occurring via the recently established W4 Games (https://w4games.com/2023/02/28/godot-support-for-consoles-is...) but that's obviously never going to be openly developed without console platform approval (same as any other game engine).

  • rust-ecosystem

    Rust wants & tracking for Embark 🦀

    These are issues that I'm aware of that are "tracking" the status of Rust on console:

    * <https://github.com/rust-gamedev/wg/issues/90>

    * <https://github.com/EmbarkStudios/rust-ecosystem/issues/18>

    I say scare quote tracking because due to the nature of console NDAs it's unlikely you'll see much if any useful details in an open public forum.

    The issues aren't dissimilar to those facing Godot (although it has the benefit it's able to use existing C++ compilers) and the project has previously outlined some of the issues involved:

    * <https://docs.godotengine.org/en/4.0/tutorials/platform/conso...>

    * <https://godotengine.org/article/godot-consoles-all-you-need-...>

    The current "solution" seems to be console-related development activity occurring via the recently established W4 Games (https://w4games.com/2023/02/28/godot-support-for-consoles-is...) but that's obviously never going to be openly developed without console platform approval (same as any other game engine).

  • gdnative

    Rust bindings for Godot 3

    > 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_...

  • gdextension

    Discontinued Rust bindings for Godot 4 [Moved to: https://github.com/godot-rust/gdext]

    > 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_...

  • wg

    Coordination repository of the embedded devices Working Group

    To specifically answer your question, here:

    * <http://www.areweembeddedyet.com/>

    It currently redirects to:

    * <https://rust-embedded.org>

    Which doesn't really contain anything other than a link to <https://github.com/rust-embedded>.

    (via <https://github.com/rust-embedded/wg/issues/15>)

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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