this post was submitted on 12 Jun 2023
39 points (100.0% liked)
Rust Lang
139 readers
1 users here now
Rules [Developing]
Observe our code of conduct
- Strive to treat others with respect, patience, kindness, and empathy.
- We observe the Rust Project Code of Conduct.
- Submissions must be on-topic
- Posts must reference Rust or relate to things using Rust. For content that does not, use a text post to explain its relevance.
- Post titles should include useful context.
- For Rust questions, use the stickied Q&A thread. [TBD]
- Arts-and-crafts posts are permitted on weekends.
- No meta posts; message the mods instead.
Constructive criticism only
- Criticism is encouraged, though it must be constructive, useful and actionable.
- If criticizing a project on GitHub, you may not link directly to the project’s issue tracker. Please create a read-only mirror and link that instead.
- Keep things in perspective
- A programming language is rarely worth getting worked up over.
- No zealotry or fanaticism.
- Be charitable in intent. Err on the side of giving others the benefit of the doubt.
No endless relitigation
- Avoid re-treading topics that have been long-settled or utterly exhausted.
- Avoid bikeshedding.
- This is not an official Rust forum, and cannot fulfill feature requests. Use the official venues for that.
No low-effort content
- Showing off your new projects is fine
No memes or image macros
- Please find other communities to post memes
No NSFW Content
- There are many other NSFW communities, let’s keep this related to the language
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I'm working on a falling sand physics-powered, 2d block-based open-world survival crafting game with spells instead of weapons and tools.
I'm currently using bevy_ecs (not bevy itself) and Vulkano (Vulkan rust library), SDL2 for windowing and fmod for audio. Developing on Linux but testing and building on Windows every now and then.
I've been running a Terraria server since 2012, and have had a lot of experience in C# working with Terraria's netcode and Terraria internals (via decompiling and IL patching), so decided it was time to try make something of my own.
I didn't know any engines, but I had previously used SDL2 for smaller things. We started using Rust at work (not game dev related) and I had used Rust a few times for personal projects. I got really interested in some of the functional programming concepts from languages like Ocaml and Haskell, so I decided I would make the game in Rust, despite that it may not be the most popular path.