@@ -565,14 +565,14 @@ send her a [DM][oliviff-dm].
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[ @oliviff ] : https://twitter.com/oliviff
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[ oliviff-dm ] : https://twitter.com/messages/compose?recipient_id=118804845
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- ## [ Multiple ECS in My Personal Game Project] [ ecs-post ]
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+ ### [ Multiple ECS in My Personal Game Project] [ ecs-post ]
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[ @dasifefe shared their thoughs] [ ecs-post ]
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about using multiple ECSes in a project.
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[ ecs-post ] : https://dasifefe.com/post-2020-04-05-01.html
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- ## [ Measuring Build Timings with mathbench] [ mathbench-time ]
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+ ### [ Measuring Build Timings with mathbench] [ mathbench-time ]
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[ @bitshifternz ] (author of [ glam] ) has written [ a blog post] [ mathbench-time ]
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about comparing build times of some popular Rust gamedev math crates
@@ -584,7 +584,7 @@ using a [mathbench-rs] unit tests suit.
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[ mathbench-rs ] : https://github.com/bitshifter/mathbench-rs
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[ glam ] : https://github.com/bitshifter/glam-rs
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- ## [ Tutorial on 3D Graphics, Rust, Vulkan, and ash] [ ash-tutorial ]
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+ ### [ Tutorial on 3D Graphics, Rust, Vulkan, and ash] [ ash-tutorial ]
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@hoj-senna started writing a new tutorial about [ ash] and Vulkan in general:
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[ "Ashen Aetna"] [ ash-tutorial ] .
@@ -597,7 +597,7 @@ _Discussions:
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[ ash-tutorial ] : https://hoj-senna.github.io/ashen-aetna
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[ ash ] : https://github.com/MaikKlein/ash
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- ## [ Implementing a Linear Quadtree in Rust] [ quadtree-post ]
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+ ### [ Implementing a Linear Quadtree in Rust] [ quadtree-post ]
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![ demo of how the Z-order curve fills the space] ( quadtree.jpeg )
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@@ -613,15 +613,31 @@ _Discussions:
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[ quadtree-repo ] : https://github.com/snorrwe/morton-table
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[ @snorrwe ] : https://snorrwe.onrender.com/
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- ## [ Simple 2D Camera System for Rust with GGEZ] [ ggez-camera ]
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+ ### [ Simple 2D Camera System for Rust with GGEZ] [ ggez-camera ]
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[ @sylvain has written a tutorial] [ ggez-camera ] about implementing
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a simple 2D camera on top of [ GGEZ] [ ggez ] .
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[ ggez-camera ] : https://dev.to/sobertkaos/simple-2dcamera-system-for-rust-with-ggez-2o2h
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[ ggez ] : https://ggez.rs
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- ## [ Symmetric Matrices & Triangle Numbers] [ matrices-post ]
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+ ### [ Vis Arcana: Our Backend – Technology] [ visarcana-post ]
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+ ![ logo] ( visarcana.jpeg )
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+ Authors of [ Vis Arcana] [ visarcana-what ] shared a [ blog post] [ visarcana-post ]
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+ explaining why they've chosen Rust for their project's backend.
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+ > ... Rust advertises as a very productive language in which most errors
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+ > (apart from logical ones) are caught at the compilation stage.
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+ > After more than a year of working with it, I must admit that
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+ > it’s absolutely correct – new game modules are added extremely quickly,
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+ > and the number of errors has dropped to practically zero. ...
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+ [ visarcana-post ] : https://visarcana.com/2020/04/24/our-backend-technology
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+ [ visarcana-what ] : https://visarcana.com/2020/05/04/what-is-vis-arcana/
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+
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+ ### [ Symmetric Matrices & Triangle Numbers] [ matrices-post ]
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![ an example of a multi-layered game level] ( rhea-player-orb.jpeg )
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@@ -638,6 +654,34 @@ using [symmetric matrices] and [triangle numbers].
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[ symmetric matrices ] : https://en.wikipedia.org/wiki/Symmetric_matrix
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[ triangle numbers ] : https://en.wikipedia.org/wiki/Triangular_number
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+ ### [ turbulence] and [ goggles]
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+ This month @kyren released two libraries: [ turbulence] and [ goggles] .
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+ > [ turbulence] is the more interesting of the two, it is another attempt
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+ > at a rust-based networking library for games.
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+ > The main thing I think that sets it apart is that it is async
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+ > while being totally reactor, executor, and platform agnostic.
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+ > It is a library that just allows you to take a stream of unreliable,
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+ > unordered packets and turn them into N independent unreliable,
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+ > unordered or reliable, ordered streams of messages.
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+ >
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+ > [ goggles] is probably not as interesting, but it is an aggressively
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+ > stripped down fork of specs / shred with more of the insides exposed.
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+ > My favorite part about specs is how easy it is to use just the parts of it
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+ > that you actually need, but I wanted to go further.
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+ > For me, the functionality of specs that I needed was really just
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+ > the entity allocator, a few storage types, MaskedStorage,
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+ > and the Join system.
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+ > goggles is just that: the bare minimum pieces that you need
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+ > to assemble your own ECS system, as independent as I could make them.
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+
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+ _ Discussions:
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+ [ /r/rust_gamedev] ( https://reddit.com/r/rust_gamedev/comments/fzuv71/two_new_gamedev_libraries_turbulence_and_goggles ) _
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+ [ turbulence ] : https://github.com/kyren/turbulence
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+ [ goggles ] : https://github.com/kyren/goggles
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### [ μsfx - 0.1.3] [ usfx-cratesio ]
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μsfx is a small library built for generating sound effects in code during
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[ @schr3da ] : https://www.youtube.com/channel/UC4jYW3lJKrEvOqCQ2ElryGw
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[ Godot ] : https://godotengine.org
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+ <!--
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## Popular Workgroup Issues in Github
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- <!-- Up to 10 links to interesting issues -->
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+ skiping this section this time
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+ -->
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## Meeting Minutes
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@@ -1088,6 +1134,31 @@ and highlight events from the past. -->
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Just an interesting Rust gamedev link from the past. :)
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+ ![ example] ( valora-example.jpeg )
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+ ^ _ "dead end" by turnage, 2019_
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+ A few months ago a generative art library [ "valora"] [ valora-src ]
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+ was released by [ @turnage ] .
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+ Features:
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+
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+ - Repeatable works at arbitrary resolutions without changing the work
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+ - Managed rngs for repeatable works and controlled rng trees
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+ - Support for using a different, custom GLSL shader for each vector path
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+ - GLSL live coding with "#include" support
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+ - An ergonomic derive-based GLSL uniforms interface
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+ - Animation support for brainstorming and cumulative pieces
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+ Check out the [ guide] [ valora ] and [ gallery] [ valora-gallery ] .
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+ _ Discussions:
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+ [ /r/rust] ( https://reddit.com/r/rust/comments/echrqd/valora ) _
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+ [ valora ] : https://paytonturnage.gitbook.io/valora
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+ [ valora-src ] : https://github.com/turnage/valora
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+ [ valora-gallery ] : https://paytonturnage.gitbook.io/valora/gallery
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+ [ @turnage ] : https://paytonturnage.com
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+
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------
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That's all news for today, thanks for reading!
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