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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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transparent = true
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- draft = true
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+ draft = false
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+++
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Welcome to the twelfth issue of the Rust GameDev Workgroup’s
@@ -180,13 +180,13 @@ Wonder can be [played in the browser on itch.io][Wonder].
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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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