+++ title = "This Month in Rust GameDev #7 - February 2020" draft = true +++
Welcome to the seventh issue of the Rust GameDev Workgroup’s monthly newsletter.
Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development.
We hope to build an inviting ecosystem for anyone wishing to use Rust in their development process! Want to get involved? Join the Rust GameDev working group!
Want something mentioned in the next newsletter? Send us a pull request. Feel free to send PRs about your own projects!
Are We Game Yet? Updates
Are We Game Yet? is a website cataloguing the Rust gamedev ecosystem, with hundreds of links to crates, games and helpful resources.
This month, it received some major updates:
- All of the site's data files have been unified into a consistent TOML schema, making it easier to add new links.
- Categories have been added for games and resources, and you can now add an item to multiple categories without duplicating the data.
- Page load times have been reduced (especially on the homepage).
- The styling has been improved to make the site look better on mobile, and to resolve some accessibility issues.
Ownership was also recently transferred across to the gamedev working group, to allow for more people to help with maintainance.
There's never been a better time to add your projects to the site, so please come and contribute!
Rusty Shooter is a Quake3-like first person shooter written in Rust using rg3d engine.
Small gameplay video (work-in-progress):
Features:
- Common FPS elements: bots, items, weapons.
- Single game mode - deathmatch.
- More or less modern graphics (shadows, deferred shading, particle systems etc.)
- Fully animated bots using animation blending state machines.
- Single map - something like legendary Q3DM6.
- Path finding using navmesh
- Save/load functionality
- GUI: main menu, options, HUD, leader board (using rg3d-ui library)
- Binaural sound (using rg3d-sound library)
Antorum is a multiplayer RPG where players build their characters and fight against the growing threats on the isle. The game server is authoritative and written in Rust, while the client is written in Unity/C#.
This month, the focus was on the cooking skill. This includes recipies and cookware. Players will need a cooking appliance, such as a stove or campfire to cook some Chonkrat Stew inside a pot. A heavy refactor to the interaction system had to be made, as well as changes to networking. Check out @dooskington's devlog here:
Tennis academy dash is a time management game where you are the manager of a tennis academy and you need to coordinate various players to play on your courts.
The game is still a work in progress, but the demo version has been uploaded to itch.io this month, so you can go ahead and check it out! Give it a go (the build is only for mac at the moment but other platforms coming soon) and drop a comment with any feedback on tennis-academy-dash.
Space is a lonely place, but at least you've got the music to keep you company.
Lonely Star is a side-scrolling infinite runner, with simple generative music. You collect orbs and fly through rings in order to play notes and stay alive.
It was developed by 17cupsofcoffee, using the Tetra 2D game framework, for Weekly Game Jam #135.
Tetra itself also received two small updates recently:
- Version 0.3.2 was released, with bugfixes and some tools for simple AABB collision detection.
- The Pong tutorial was updated with a new chapter, showing how to use Tetra's graphics and input APIs.
Sampling a heightmap in the vertex shader and also computing the normal, tangent and bitangent vectors in the vertex shader.
Akigi is a multiplayer online world where most believe that humans are inferior.
This month saw a heavy focus on the web client. An alpha release is slated for April 9th, 2020. Lots of client refactoring was done, and experiments were run in the browser.
Some of February's updates:
- Input Event Processor System;
- Terrain Loading and Rendering;
- User Interface Elements;
- The WebGL Renderer;
- Rendering Meshes;
- Rendering Terrain;
February's full devlogs: #053, #054, #055,
See all meeting issues including full text notes or join the next meeting.
- Embark's open issues (embark.rs);
- winit's "Good first issue" and “help wanted” issues;
- gfx-rs's "contributor-friendly" issues;
- wgpu's "help wanted" issues;
- luminance's "low hanging fruit" issues;
- ggez's "good first issue" issues;
- Veloren's "beginner" issues;
- Amethyst's "good first issue" issues;
- A/B Street's "good first issue" issues;
- Mun's "good first issue" issues;
Just an interesting Rust gamedev link from the past. :)
That's all news for today, thanks for reading!
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