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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  • 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.

  • 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/

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  • talks

    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

  • rfcs

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

  • 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.

  • 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

  • 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

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  • 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...).

  • 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.

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