Programming a Rogue-Like with Rust

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

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  1. gdnative

    Rust bindings for Godot 3

    I started working through this, except to make things difficult for myself I used Godot for drawing everything, via https://github.com/godot-rust/godot-rust.

    I only got to about halfway through section 2, but I think it was going well.

  2. Sevalla

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  3. specs

    Specs - Parallel ECS (by amethyst)

    Man, this Specs [0] library is so strange to me, coming from a Unity background. Is there some sort of comparison as to why one way is better than the other?

    [0] https://specs.amethyst.rs/

  4. talks

    Discontinued Documents related to talks I gave or will give

    > However I'm starting to think that scripting languages are a false economy. There is no intrinsic reason you can't have a concise and easy to use language that can be quickly (in debug mode) compiled to the metal and dynamically linked to the project.

    This might interest you:

    * https://reader.tymoon.eu/article/413

    * https://github.com/Shinmera/talks/blob/master/gic2021-highly...

    and the very recent still front-page discussion on hn:

    * https://news.ycombinator.com/item?id=32043026

  5. rfcs

    Suggest changes to Bevy and view accepted designs (by bevyengine)

  6. BrogueCE

    Brogue: Community Edition - a community-lead fork of the much-loved minimalist roguelike game

    Brogue is an excellent and free roguelike. You can grab the Community Edition of it over here: https://github.com/tmewett/BrogueCE

    It's fun to get a group of friends together and play a daily seed run... see who gets the most gold, who gets deepest, etc.

  7. godot-nim

    Nim bindings for Godot Engine

    Another option is Nim. Looks and writes like Python but closer to C in performance. It also has static typing so I prefer it for scripting as well.

    People have built a few games with the Nim Godot bindings:

    https://github.com/pragmagic/godot-nim

    There’s also an interesting project to do hot reloading using dlls:

    https://github.com/geekrelief/gdnim

  8. gdnim

    Discontinued godot-nim based bootstrapping framework supporting hot reloading

    Another option is Nim. Looks and writes like Python but closer to C in performance. It also has static typing so I prefer it for scripting as well.

    People have built a few games with the Nim Godot bindings:

    https://github.com/pragmagic/godot-nim

    There’s also an interesting project to do hot reloading using dlls:

    https://github.com/geekrelief/gdnim

  9. InfluxDB

    InfluxDB – Built for High-Performance Time Series Workloads. InfluxDB 3 OSS is now GA. Transform, enrich, and act on time series data directly in the database. Automate critical tasks and eliminate the need to move data externally. Download now.

    InfluxDB logo
  10. bevy-website

    The source files for the official Bevy website

    API docs, examples and the revised book: https://github.com/bevyengine/bevy-website/pulls?q=is%3Aopen...

    Strongly agreed on the need for better introductory material; the existing book is extremely incomplete.

    > I don't have this clear. Are 5/6 teams actually building commercial games with Bevy, or they just planning to do it in the future? This is a crucial distinction.

    I know of 2 released commercial projects, the CAD team, a few indie devs who have started and 3 or so small studios who are looking to start. There's a little thread in the Discord where I've rounded folks up: [Bevy in production](https://discord.com/channels/691052431525675048/995713618526...).

  11. godot-proposals

    Godot Improvement Proposals (GIPs)

    Of course. I use both the built in Godot profiler and perf.

    Which led me to change many things in the implementation and I also ended up patching the Engine multiple times.

    One example is this (which I have patched on my Godot version): https://github.com/godotengine/godot-proposals/issues/4050

    I profile my game all the time, but sometimes it's not clear if there is a bottleneck or if there are just too many things at the same time.

    Also the bottleneck can change in different parts of the game. Sometimes I have removed a bottleneck on the CPU just to find another in the GPU.

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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