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content/posts/newsletter-012/index.md

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title = "This Month in Rust GameDev #12 - July 2020"
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date = 2020-08-03
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date = 2020-08-06
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Welcome to the twelfth issue of the Rust GameDev Workgroup’s
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[Vlad Zhukov] shared a video of a WIP multiplayer online strategy game
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where you fight with other players for territory.
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Currently there are two types of resources and 5 types of buildings.
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Currently, there are two types of resources and 5 types of buildings.
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To build on the tile you need to occupy it with your warriors first.
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The player who occupied all enemies' tiles win.
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The game is written with [miniquad](https://github.com/not-fl3/miniquad)
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and a custom GUI library.
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Some parts of the game are promised to be open-sourced in future.
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Some parts of the game are promised to be open-sourced in the future.
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Read more about crates used in this project [here][hex-strat-crates].
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_Discussions:
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This month [versions v0.2.2..v0.2.5][abstreet-releases] were released.
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Some of the updates:
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- New random traffic scenario generator that makes people go between
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- A new random traffic scenario generator that makes people go between
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houses and workplaces.
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- New commute pattern explorer tool.
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- New character art to give cutscenes a bit more personality.
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tweak the process for either precision of the pattern or speed of generation;
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- Rivers are sorted upon intersections, their widths are adjusted, waterfalls
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are formed when necessary;
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- Inflow and outflow directions are recorded for each cell, which allows to
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follow the river upstream or downstream;
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- Inflow and outflow directions are recorded for each cell, which allows
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following the river upstream or downstream;
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- Simple yet effective erosion model implemented, which ensures no upwards flows
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are allowed;
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- Each stream has its unique ID, which will later be linked to the stream data;
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- Moving from recording the raw texture generated for pixels
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to the post-processed texture from wgpu
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involved a major overhaul, and it proved too glitchy and slow.
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Hopefully it will be revived later, in the form of recording user inputs.
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Hopefully, it will be revived later, in the form of recording user inputs.
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- Many structural improvements, such as less glitchy particle
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placement with Bresenham's line algorithm,
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better error handling, and ensuring particles
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[![fps-game-screenshot](fps-game-2.jpeg)][on-fps-game-2-youtube]
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^ _Click to watch a [footage from the game's current state][on-fps-game-2-youtube]._
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^ _Click to watch [footage from the game's current state][on-fps-game-2-youtube]._
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On this update, [@pingFromHeaven] talks about the lighting implementation that
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sets the tone for the game, how Rust is good at shortening the debugging
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[#78](https://veloren.net/devblog-78).
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In August, 0.7 will be released. Work will continue on castle and cave
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geneartion. The inaugural episode of the Rust Game Dev podcast will be released,
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generation. The inaugural episode of the Rust Game Dev podcast will be released,
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which features an interview by Veloren developers.
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![Quadrupeds](veloren-quadrupeds.png)
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![vector vs linked list perf](data_oriented_design.svg)
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Data-Oriented Design is an approach to program optimisation focused on
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Data-Oriented Design is an approach to program optimization focused on
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considering the features and limitations of the target hardware, and
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carefully controlling the memory layout of data to take advantage of
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those.
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Servo browser windows into Unity scenes.
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[A blog post about the project][servo-unity-post] gives a good
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overview of the project goals, capabilities, archtecture, challenges,
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overview of the project goals, capabilities, architecture, challenges,
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and future development plans.
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[servo-unity]: https://github.com/MozillaReality/servo-unity
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[miniquad] is a safe and cross-platform rendering library
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focused on portability and low-end platforms support.
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This month opengl backend of miniquad was successefully ported to iOS.
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This month opengl backend of miniquad was successfully ported to iOS.
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With this update [macroquad], [good-web-game] and all the games
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build directly with [miniquad] can be run on IOS, Android, WASM,
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Linux, macOS and Windows!
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![procgen dynamic "grass field"](tuitui-grass-field.jpeg)
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^ _[@MacTuitui]'s everyday [nannou] experiement #1274_
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^ _[@MacTuitui]'s everyday [nannou] experiment #1274_
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The work is ongoing to validate all the incoming commands and guarantee API safety.
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Special thanks to [@GabrielMajeri] for helping to convert assertions
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[Minecraft data packs](https://minecraft.gamepedia.com/Data_Pack),
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the game's deliberately-limited in-game scripting language. Langcraft
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is entirely language independent, so any language with an LLVM-based
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compiler can (with the right API bindings) run in Minecraft. Currently
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compiler can (with the right API bindings) run in Minecraft. Currently,
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bindings to both C and Rust exist. While not as visually impressive as
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a redstone computer, Langcraft does stretch the bounds of the game quite
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a bit, using jukeboxes for memory, armor stands to represent pointers,
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effects & particle systems;
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- Modding support.
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The game was build on top of a home grown game engine using:
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The game was built on top of a homegrown game engine using:
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winit, glium, imgui-rs, [tinyecs], [awesomium-rs], imgui-rs, [ears].
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[![A screenshot from the recording](shar-talk.jpeg)][shar-talk]

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