2
2
title = " This Month in Rust GameDev #50 - April 2024"
3
3
transparent = true
4
4
date = 2024-05-03
5
- draft = true
5
+ draft = false
6
6
+++
7
7
8
8
<!-- no toc -->
@@ -33,39 +33,44 @@ Feel free to send PRs about your own projects!
33
33
- [ Game Updates] ( #game-updates )
34
34
- [ Engine Updates] ( #engine-updates )
35
35
- [ Learning Material Updates] ( #learning-material-updates )
36
- - [ Tooling Updates] ( #tooling-updates )
37
36
- [ Library Updates] ( #library-updates )
38
- - [ Popular Workgroup Issues in GitHub] ( #popular-workgroup-issues-in-github )
39
37
- [ Other News] ( #other-news )
40
- - [ Meeting Minutes] ( #meeting-minutes )
41
38
- [ Discussions] ( #discussions )
42
- - [ Requests for Contribution] ( #requests-for-contribution )
43
- - [ Jobs] ( #jobs )
44
- - [ Bonus] ( #bonus )
45
39
46
- <!--
47
- Ideal section structure is:
40
+ ## Announcements
48
41
49
- ```
50
- ### [Title]
42
+ * Please fill out [ this survey] [ survey ] before skipping this section! More info below!*
51
43
52
- 
53
- _image caption_
44
+ Hey everyone, it's been a while! As you've certainly noticed, the newsletter has
45
+ been on hiatus for a while. The reason was mostly maintainer burnout, which is also
46
+ why the newsletter of August 2023 was not published [ until a few days
47
+ ago] [ august-news ] .
54
48
55
- A paragraph or two with a summary and [useful links].
49
+ We're back now though! A couple of community members, Jan Hohenheim
50
+ ([ @janhohenheim ] ) and Thierry Berger ([ @Vrixyz ] ), have led the revival of the
51
+ newsletter. This includes making changes requested by the community, and
52
+ improving sustainability for the long term.
56
53
57
- _Discussions:
58
- [/r/rust](https://reddit.com/r/rust/todo),
59
- [twitter](https://twitter.com/todo/status/123456)_
54
+ You can read more about the changes being made in [ this blog
55
+ post] [ newsletter-changes-blog ] .
60
56
61
- [Title]: https://first.link
62
- [useful links]: https://other.link
63
- ```
57
+ ### Community Survey
64
58
65
- If needed, a section can be split into subsections with a "------" delimiter.
66
- -->
59
+ This restructuring is also a good time to improve the content of the newsletter.
60
+ We've got some community feedback on the [ Rust GameDev Discord] [ Discord ] already
61
+ and would like to hear more from you. It would be great if you could fill out
62
+ [ this survey] [ survey ] to let us know how we can improve the newsletter going
63
+ forward. The survey closes on the ** 28th of May** . We will be evaluating the
64
+ [ survey] results in an upcoming blog post, so stay tuned for that.
67
65
68
- ## Announcements
66
+ That's all for now. Have fun reading!
67
+
68
+ [ august-news ] : https://gamedev.rs/news/049/
69
+ [ newsletter-changes-blog ] : https://gamedev.rs/blog/newsletter-changes/
70
+ [ @janhohenheim ] : https://github.com/janhohenheim
71
+ [ @Vrixyz ] : https://github.com/Vrixyz
72
+ [ survey ] : https://forms.gle/oeSb46twWsxRKYJe7
73
+ [ Discord ] : https://discord.gg/game-development-in-rust-676678179678715904
69
74
70
75
## Game Updates
71
76
@@ -76,83 +81,57 @@ If needed, a section can be split into subsections with a "------" delimiter.
76
81
[ Way of Rhea] [ wor ] just got a release date: it will be coming to Steam on
77
82
** May 20th, 2024** !
78
83
79
- Way of Rhea is a color based puzzle game with difficult puzzles, but forgiving
84
+ Way of Rhea ( [ Steam ] ( https://store.steampowered.com/app/1110620/Way_of_Rhea/ ) ) is a color- based puzzle game with difficult puzzles, but forgiving
80
85
mechanics being developed by [ @masonremaley ] in a custom Rust engine.
81
86
82
87
You can support development by [ wishlisting Way of Rhea on Steam] [ wor ] , or
83
88
[ signing up for the mailing list] [ wor-mail ] .
84
89
85
- Recent updates:
86
- - A [ closed beta] [ wor-closed-beta ] began
87
- - All characters now have voices
88
- - A [ reset button] [ wor-reset ] was added for when undo is inconvenient
89
- - Speech bubbles now [ identify the speaker] [ wor-speech-bubble ]
90
- - Orbs now are shown with an "xray" effect so they are visible even when behind scenery
91
- - Older CPUs without AVX support are [ now supported] [ wor-avx ]
92
- - Various [ speedrunning features] [ wor-speedrun ] were added
93
- - Secrets were made harder
94
- - An [ in game achievement UI] [ wor-achievements ] was created
95
- - An [ in game Jukebox UI] [ wor-jukebox ] was created
96
- - For more updates, see the [ release notes on Steam] [ wor-release-notes ] ...
90
+ Recently, a [ closed beta] [ wor-closed-beta ] began. All characters now have voices, and various [ speedrunning features] [ wor-speedrun ] were added.
91
+ Older CPUs are [ now supported] [ wor-avx ] .
92
+ Secrets were made harder, and an [ in-game achievement UI] [ wor-achievements ] was created.
93
+
94
+ For the full changelog, see the [ release notes] [ wor-release-notes ] .
97
95
98
96
[ @masonremaley ] : https://twitter.com/masonremaley
99
97
[ wor ] : https://store.steampowered.com/app/1110620/Way_of_Rhea/?utm_campaign=tmirgd&utm_source=n50
100
98
[ wor-trailer ] : https://youtu.be/vFsO436r2Pw
101
99
[ wor-closed-beta ] : https://store.steampowered.com/news/app/1110620/view/7665759271877780609
102
- [ wor-reset ] : https://clan.cloudflare.steamstatic.com/images//35599024/49e8760118b7b18e3b230ba3a3a28179c4b0e526.png
103
- [ wor-speech-bubble ] : https://clan.cloudflare.steamstatic.com/images//35599024/5f63bca0a4258a26e77ac40b3d2a75f197304dcb.png
104
- [ wor-avx ] : https://store.steampowered.com/news/app/1110620/view/4118050466869150657
105
100
[ wor-speedrun ] : https://clan.cloudflare.steamstatic.com/images//35599024/6ee82d4e0105f073082c83626e37933e682b5936.png
106
- [ wor-achievements ] : https://clan.cloudflare.steamstatic.com/images//35599024/573f81c1ebce54d9efedcd693fcbe684a5629c7f.png
107
- [ wor-jukebox ] : https://clan.cloudflare.steamstatic.com/images//35599024/b21c4b8ce5fa9cca7c6c1967ec5ffe169d8f1cb2.png
108
101
[ wor-mail ] : https://anthropicstudios.com/newsletter/signup/tech
109
102
[ wor-release-notes ] : https://store.steampowered.com/news/app/1110620
103
+ [ wor-avx ] : https://store.steampowered.com/news/app/1110620/view/4118050466869150657
104
+ [ wor-achievements ] : https://clan.cloudflare.steamstatic.com/images//35599024/573f81c1ebce54d9efedcd693fcbe684a5629c7f.png
110
105
111
106
### [ SM64JSARCHIVE] [ sm64jsarchive ]
112
107
113
108
![ Super Mario 64 JavaScript] ( sm64jsarchive.jpg )
114
109
115
- [ SM64JSARCHIVE] [ sm64jsarchive ] Source code available on the ([ GitHub] [ sm64jsarchive-github ] , sm64jsarchive is a rewrite
116
- of the decompilation project of Super Mario 64 JavaScript as an actively maintained fork instead.
117
- The reason this was made as original sm64js's developers and admins / moderators got demotivated and
118
- fully left the project sm64jsarchive was made as an new reboot of sm64js.
110
+ [ SM64JSARCHIVE] [ sm64jsarchive ] is an actively maintained fork of [ sm64js] : a decompilation project of Super Mario 64 to JavaScript.
111
+ Additional sidenote: The mmo servers arent always running for the game
119
112
120
- The [ backend server] [ sm64jsarchive-server ] has been finally been able to start after 10 long months
121
- and is now live to < https://mmo.sm64jsarchive.com >
113
+ The backend server, which is written in Rust,
114
+ has finally been able to start after 10 long months
115
+ and is now live at < https://mmo.sm64jsarchive.com >
122
116
123
- The newest updates have been:
124
-
125
- - Working MMO
126
- - More stable changes to the games client
127
-
128
- A stress test is scheduled for 2024-4-10 12:25 CST and everyone is invited!
129
-
130
- Note: if you have a laggy computer or something like that and the page does not load within 10-20 minutes then please try refreshing.
117
+ A successful stress test for the MMO feature was run on April 10th.
131
118
132
119
[ sm64jsarchive ] : https://mmo.sm64jsarchive.com
133
- [ sm64jsarchive-github ] : https://github.com/uuphoria2/sm64jsarchive
134
- [ sm64jsarchive-server ] : https://github.com/sm64jsarchived/sm64jsarchive-mmo-server
120
+ [ sm64js ] : https://github.com/sm64js/sm64js
135
121
136
122
### [ Open Combat] [ OpenCombat_website ]
137
123
138
124
![ OpenCombat: demo available soon] ( OpenCombat202404.jpg )
139
125
_ Official demo available soon_
140
126
141
- Open Combat ([ Website] [ OpenCombat_website ] , [ GitHub] [ OpenCombat_github ] ,
142
- [ Discord] [ OpenCombat_discord ] ) is a real-time tactical game
143
- which takes place during the 2nd World War.
127
+ Open Combat ([ GitHub] [ OpenCombat_github ] , [ Discord] [ OpenCombat_discord ] ) is a real-time tactical game
128
+ which takes place during World War II.
144
129
145
- Some major changes since last news !
130
+ The basic game logic and HUD are now complete,
131
+ and the high-definition map for the demo is finished.
146
132
147
- - Basic HUD is now complete
148
- - Hight definition map finished for the demo
149
- - Basic game logic finished
150
-
151
- The game demo is almost finished.
152
- Some things are missing like soldier high definition assets, or minimal AI for opponent.
153
- But the demo is playable and we need some alpha players to make feedbacks 🎮 !
154
- You can find game binaries on the [ Github page] [ OpenCombat_release ] .
155
- Please come and see us on the [ Discord] [ OpenCombat_discord ] to make your feedback !
133
+ Some things are missing, like high-definition assets for soldiers or minimal AI for opponents.
134
+ But the [ demo is playable] [ OpenCombat_release ] and the team would love to hear your feedback!
156
135
157
136
[ OpenCombat_website ] : https://opencombat.bux.fr/
158
137
[ OpenCombat_github ] : https://github.com/buxx/OpenCombat
@@ -163,17 +142,13 @@ Please come and see us on the [Discord][OpenCombat_discord] to make your feedbac
163
142
164
143
![ Times of Progress: an isometric city builder game set during the industrial revolution] ( times_of_progress.jpg )
165
144
166
- Times of Progress ([ Steam] [ times-of-progress-steam ] ) is an upcoming city builder game set during the industrial revolution.
145
+ Times of Progress ([ Steam] [ times-of-progress-steam ] , [ Twitter/X] [ times-of-progress-twitter ] , [ Mastodon] [ times-of-progress-mastodon ] )
146
+ is an upcoming city builder game set during the industrial revolution.
167
147
168
- During the month of April:
169
- - The orders systems (how buildings request resources from other buildings) has been refactored to improve performance and make better use of the ECS.
170
- - Lots of UI widgets have been developed, in particular those related to showing stats about currently hovered and selected building,
171
- as well as during building placement.
148
+ In April, they added lots of UI widgets and improved performance by refactoring the orders system.
172
149
173
150
The demo is not available yet but interested players can sign up for the upcoming closed beta by joining the [ newsletter] [ times-of-progress-newsletter ] .
174
151
175
- More GIFs and progress updates are available on [ Twitter] [ times-of-progress-twitter ] and [ Mastodon] [ times-of-progress-mastodon ] .
176
-
177
152
[ times-of-progress-steam ] : https://store.steampowered.com/app/2628450/Times_of_Progress/
178
153
[ times-of-progress-newsletter ] : https://subscribepage.io/pressingthumbs
179
154
[ times-of-progress-twitter ] : https://twitter.com/ElmoSampedro
@@ -190,10 +165,10 @@ The gameplay is quite distilled and revolves mostly around resource management.
190
165
The player has limited inventory capacity and the weapons get damaged
191
166
after each use. There are 20 randomly generated levels to beat.
192
167
193
- It is available on desktop (Windows / Linux), Android an Web (mobile friendly).
194
- The game is open-sourced - together with a custom WGPU-based 2d framework.
168
+ It is available on desktop (Windows / Linux), Android, and Web (mobile friendly).
169
+ The game's source code also comes with a custom WGPU-based 2D framework.
195
170
196
- _ Discussions: ([ /r/roguelikes] [ monk-tower-reddit ] )
171
+ _ Discussions: ([ /r/roguelikes] [ monk-tower-reddit ] )_
197
172
198
173
[ monk-tower-itch ] : https://maciekglowka.itch.io/monk-tower
199
174
[ monk-tower-play ] : https://play.google.com/store/apps/details?id=com.maciejglowka.monk_tower
@@ -204,20 +179,20 @@ _Discussions: ([/r/roguelikes][monk-tower-reddit])
204
179
205
180
![ You are Merlin screenshot] ( you-are-merlin.png )
206
181
207
- You are Merlin ([ Web Game] [ you-are-merlin-web ] , [ GitHub - Rust/CLI] [ you-are-merlin-github ] , [ GitHub - WASM] [ you-are-merlin-www-github ] ) by @hseager
182
+ You are Merlin ([ Web Game] [ you-are-merlin-web ] , [ GitHub - Rust/CLI] [ you-are-merlin-github ] , [ GitHub - WASM] [ you-are-merlin-www-github ] ) by [ @hseager ] ( https://github.com/hseager )
208
183
is a text adventure game that compiles to both CLI and WebAssembly.
209
184
210
- This initial version features a main quest, side quests, items and a boss fight.
211
- Players can choose their favourite theme such as Zelda, Warcraft and Fallout.
212
- With the web version, players can select their prefered input method of buttons or keyboard and fully works on mobile.
185
+ This initial version features a main quest, side quests, items, and a boss fight.
186
+ Players can choose their favourite visual theme such as Zelda, Warcraft, and Fallout. The web version also supports mobile devices.
187
+
213
188
Although fairly simple, this first version provides a good foundation for building more features in later updates.
214
189
215
- _ Discussions: ([ Reddit post ] [ you-are-merlin-reddit-post ] )
190
+ _ Discussions: ([ /r/rust_gamedev ] [ you-are-merlin-reddit-post ] )_
216
191
217
192
[ you-are-merlin-web ] : https://hseager.github.io/you-are-merlin-www/
218
193
[ you-are-merlin-github ] : https://github.com/hseager/you-are-merlin
219
194
[ you-are-merlin-www-github ] : https://github.com/hseager/you-are-merlin-www
220
- [ you-are-merlin-reddit-post ] : https://old .reddit.com/r/rust_gamedev/comments/1c9k1kb/you_are_merlin_a_text_adventure_game/
195
+ [ you-are-merlin-reddit-post ] : https://www .reddit.com/r/rust_gamedev/comments/1c9k1kb/you_are_merlin_a_text_adventure_game/
221
196
222
197
### [ Jumpy]
223
198
@@ -228,8 +203,8 @@ _Jumpy: Machine gun and Periscope_
228
203
[ Spicy Lobster] [ spicy_lobster ] is a pixel-style, tactical 2D shooter with a fishy
229
204
theme.
230
205
231
- This month the base functionality of round scoring and map transitions have been implemented.
232
- New weapons such as the Blunderbuss, Periscope, and Machine Gun are ready for fish on fish combat.
206
+ This month the base functionalities of round scoring and map transitions have been implemented.
207
+ New weapons such as the Blunderbuss, Periscope, and Machine Gun are ready for fish-on- fish combat.
233
208
234
209
Jumpy is now featuring corpse physics and a "ragdoll" button to send your Fish [ flopping about] [ jumpy_ragdoll ] .
235
210
@@ -247,21 +222,22 @@ _Discussions: [GitHub][jumpy_discussions], [Twitter][jumpy_twitter]_
247
222
248
223
## Engine Updates
249
224
250
- ### Bottomless-Pit 0.3.1
251
- ![ The Bottomles-Pit Logo. A small hole in the ground with cat ears and text saying bottomless-pit] ( https://eggshark.dev/images/bplogo.png )
225
+ ### Bottomless-Pit 0.3
252
226
227
+ ![ The Bottomles-Pit Logo. A small hole in the ground with cat ears and text saying bottomless-pit] ( https://eggshark.dev/images/bplogo.png )
253
228
254
- Bottomless-Pit is a 2d game engine written with WGPU that has been around for a year which can be found on [ crates.io] [ Bottomless-Pit_cratesio ] and [ GitHub] [ Bottomless-Pit_github ] .
229
+ Bottomless-Pit is a 2d game engine written with WGPU that has been around for a year, which can be found on [ crates.io] [ Bottomless-Pit_cratesio ] and [ GitHub] [ Bottomless-Pit_github ] .
255
230
Very recently a 2d camera was added as well as WASM and web support.
256
231
Current development is being focused on stability and QoL changes like texture sampling options and improved input.
257
- You can checkout several engine examples on the web [ here] [ Bottomless-Pit_Website ] .
258
- Since the engine is in it's infancy it would be great to have developers use it and give the engine some feedback.
232
+ You can check out several [ engine examples on the web] [ Bottomless-Pit_Website ] .
233
+ Since the engine is in its infancy, its developer calls for developers to use it and give the engine some feedback.
234
+
259
235
Current features are:
260
236
261
237
- Custom Shader Support
262
- - basic rendering
263
- - text rendering
264
- - input and window event handling
238
+ - Basic rendering
239
+ - Text rendering
240
+ - Input and window event handling
265
241
266
242
[ Bottomless-Pit_Website ] : https://eggshark.dev/bp-examples
267
243
[ Bottomless-Pit_cratesio ] : https://crates.io/crates/bottomless-pit
@@ -271,36 +247,81 @@ Current features are:
271
247
272
248
### Building games for Android with Rust
273
249
274
- @maciekglowka has recently shared some thoughts about building Rust games
250
+ [ @maciekglowka ] has recently shared some thoughts [ on their blog ] [ android-games-blog ] about building Rust games
275
251
for Android. Rather than a step-by-step guide, it is a collection
276
252
of issues one can possibly encounter when targeting Android.
277
253
278
254
Topics mentioned:
279
255
280
- - 'window ' creation (via winit)
256
+ - 'Window ' creation (via winit)
281
257
- Android app's lifecycle vs. the WGPU surface creation
282
- - user data storage
283
- - system UI hiding via jni and Android API
284
- - building AAB files to meet Google Play requirements
285
-
286
- [ Blog post link] [ android-games-blog ]
258
+ - User data storage
259
+ - System UI hiding via jni and Android API
260
+ - Building AAB files to meet Google Play requirements
287
261
288
262
[ android-games-blog ] : https://maciejglowka.com/blog/building-games-for-android-with-rust/
263
+ [ @maciekglowka ] : https://github.com/maciekglowka
264
+
265
+ ### Bevy: A case study in ergonomic Rust
266
+
267
+ [ Chris Biscardi] [ chris-yt ] was at RustNation UK recently and gave talk on Bevy's
268
+ Rusty ergonomics titled [ Bevy: A case study in ergonomic Rust] [ case-study-video ] .
269
+ In their own words:
289
270
290
- ## Tooling Updates
271
+ > There are at least two, if not three, talks worth of material around how Bevy
272
+ > progressively discloses complexity across multiple "stacks" of APIs; and the
273
+ > work done so far is very impressive in terms of how it all fits together,
274
+ > especially as a large-and-growing OSS project.
275
+
276
+ [ chris-yt ] : https://www.youtube.com/c/chrisbiscardi
277
+ [ case-study-video ] : https://www.youtube.com/watch?v=CnoDOc6ML0Y
278
+
279
+ ### Reactivity in Bevy: From the Bottom Up
280
+
281
+ [ Talin] [ talin ] wrote a three-part series on [ "Reactivity in Bevy: From the Bottom Up"] [ reactivity-blog ] ,
282
+ which describes the workings of ` bevy_reactor ` , an experimental, work-in-progress framework for doing reactive programming within Bevy.
283
+
284
+ [ reactivity-blog ] : https://machinewords.hashnode.dev/reactivity-in-bevy-from-the-bottom-up-part-1
285
+ [ talin ] : https://dreamertalin.medium.com/
291
286
292
287
## Library Updates
293
288
289
+ ### Jolt Bindings
290
+
291
+ [ Lucian Greathouse] [ lucien ] has published their [ Jolt] [ jolt ] bindings for Rust. Jolt is a C++ physics engine you might know from its use in Horizon: Forbidden West.
292
+ Lucian has previously worked on [ JoltC] [ joltc ] , a C API for Jolt, which this project uses in the background.
293
+
294
+ The bindings work can be found on the [ just-rust GitHub repo] [ jolt-rust ] GitHub repository and come in two flavors:
295
+ - ` joltc-sys ` : Unsafe bindings to the C API
296
+ - ` rolt ` : Ergonomic and safe Rust API
297
+
298
+ [ lucien ] : https://lpg.space/
299
+ [ jolt ] : https://github.com/jrouwe/JoltPhysics
300
+ [ jolt-rust ] : https://github.com/SecondHalfGames/jolt-rust
301
+ [ joltc ] : https://github.com/SecondHalfGames/JoltC
302
+
303
+ ### Hexx 0.17
304
+
305
+ Hexx, the popular crate for hexagonal tools, [ has released version 0.17] ( https://github.com/ManevilleF/hexx/releases/tag/0.17.0 ) .
306
+ This release has a strong focus on performance:
307
+ - Large performance improvement on various computations like rings and wedges
308
+ - Add support for optimized storage for hexagonal and rhombus-shaped maps
309
+ - Added support for rectiline path
310
+
311
+ And utility:
312
+ - Added a 13th example showcasing all natively supported shapes
313
+ - Removed confusing items
314
+
294
315
### [ Lightyear 0.13] [ lightyear_website ]
295
316
296
317
[ lightyear_website] is a comprehensive networking library for bevy to make multiplayer games.
297
318
It comes with multiple types of transports (WebTransport, WebSocket, UDP, etc.)
298
- and supports replication techniques like client-side prediction, server interpolation, interest management and more!
319
+ and supports replication techniques like client-side prediction, server interpolation, interest management, and more!
299
320
Check out the [ examples] [ lightyear_examples ] !
300
321
301
322
The latest release, [ 0.13] [ lightyear_release ] , brings two big new features:
302
323
- ** Steam support** : you can now use the Steamworks SDK as your transport layer, which lets you use the Valve network!
303
- Note that lightyear supports running multiple transports in parallel, so it's possible to have cross-play between steam and non-steam users.
324
+ Note that lightyear supports running multiple transports in parallel, so it's possible to have cross-play between Steam and non-Steam users.
304
325
- ** Listen-server mode** : it is now possible to run a server and a client in the same process/bevy app.
305
326
This can be useful to avoid the costs of a dedicated server, or to have a similar codebase between singleplayer and multiplayer.
306
327
@@ -310,60 +331,20 @@ This can be useful to avoid the costs of a dedicated server, or to have a simila
310
331
[ lightyear_release ] : https://github.com/cBournhonesque/lightyear/releases/tag/0.13.0
311
332
[ lightyear_examples ] : https://github.com/cBournhonesque/lightyear/tree/main/examples
312
333
313
-
314
- ## Popular Workgroup Issues in GitHub
315
-
316
- <!-- Up to 10 links to interesting issues -->
317
-
318
334
## Other News
319
335
320
- <!-- One-liners for plan items that haven't got their own sections. -->
321
-
322
- ### Bevy rustunit meetup
323
-
324
-
325
- ![ Bevy meetup youtube extract] ( bevy_rustunit_meetup_3.jpg )
326
- _ Bevy meetup youtube extract, showing its 3 participants._
327
-
328
- [ Rustunit] [ rustunit ] has hosted its 3rd unofficial online [ Bevy Engine] ( bevy ) meetup on April 19th with the following topics:
329
- - Intro / Code of Conduct
330
- - Julian - Animating 3D Characters with Bevy
331
- - Niklas - Learnings from a Bevy game template
332
-
333
- Check out [ the recording] ( rustunit_bevy_meetup_youtube )
334
- and join [ the meetup group] ( rustunit_bevy_meetup_event ) to get notified of future events.
335
-
336
- [ rustunit ] : https://rustunit.com/
337
- [ rustunit_bevy_meetup_youtube ] : https://www.youtube.com/watch?v=Fyr1ud1OIpU
338
- [ rustunit_bevy_meetup_event ] : https://www.meetup.com/bevy-game-development/
339
- [ bevy ] : https://bevyengine.org/
340
-
341
- ## Meeting Minutes
342
-
343
- <!-- Up to 10 most important notes + a link to the full details -->
344
-
345
- [ See all meeting issues] [ label_meeting ] including full text notes
346
- or [ join the next meeting] [ join ] .
347
-
348
- [ label_meeting ] : https://github.com/rust-gamedev/wg/issues?q=label%3Ameeting
336
+ - Alice I. Cecile of the Bevy Foundation would like to collect community feedback
337
+ on game development in Rust. Please fill out [ her survey] ( https://forms.gle/kLzv5Ww3U8dLGUHU8 ) !
349
338
350
339
## Discussions
351
340
352
- <!-- Links to handpicked reddit/twitter/urlo/etc threads that provide
353
- useful information -->
354
-
355
- ## Requests for Contribution
356
-
357
- <!-- Links to "good first issue"-labels or direct links to specific tasks -->
358
-
359
- ## Jobs
360
-
361
- <!-- An optional section for new jobs related to Rust gamedev -->
362
-
363
- ## Bonus
341
+ LogLog games has published a [ very well-written blog post] ( https://loglog.games/blog/leaving-rust-gamedev/ ) about their reasons to leave Rust gamedev.
342
+ It talks about shortcomings in Rust as a language in general and as a game development tool in particular.
343
+ Some insights into the limitations of ECS are also provided. Some interesting community discussions have been sparked by this post:
364
344
365
- <!-- Bonus section to make the newsletter more interesting
366
- and highlight events from the past. -->
345
+ - [ Hacker News] ( https://news.ycombinator.com/item?id=40172033 )
346
+ - [ /r/gamedev] ( https://www.reddit.com/r/gamedev/comments/1ceipzc/leaving_rust_gamedev_after_3_years_blog_post_by/ )
347
+ - [ /r/rust] ( https://www.reddit.com/r/rust/comments/1cdqdsi/lessons_learned_after_3_years_of_fulltime_rust/ )
367
348
368
349
------
369
350
@@ -375,14 +356,13 @@ Want something mentioned in the next newsletter?
375
356
Also, subscribe to [ @rust_gamedev on Twitter] [ @rust_gamedev ]
376
357
or [ /r/rust_gamedev subreddit] [ /r/rust_gamedev ] if you want to receive fresh news!
377
358
378
- <!--
379
- TODO: Add real links and un-comment once this post is published
380
359
** Discuss this post on** :
381
- [/r/rust_gamedev](TODO),
382
- [Mastodon](TODO),
383
- [Twitter](TODO),
360
+ [ /r/rust_gamedev] ( https://www.reddit.com/r/rust_gamedev/comments/1cja5v8/this_month_in_rust_gamedev_april_edition_released/ ) ,
361
+ [ rust@lemmy.ml ] ( https://lemmy.ml/post/15196466 ) ,
362
+ [ Hacker News] ( https://news.ycombinator.com/item?id=40248347 ) ,
363
+ [ Mastodon] ( https://mastodon.gamedev.place/@rust_gamedev/112377678490780983 ) ,
364
+ [ Twitter] ( https://twitter.com/rust_gamedev/status/1786406704629829935 ) ,
384
365
[ Discord] ( https://discord.gg/yNtPTb2 ) .
385
- -->
386
366
387
367
[ /r/rust_gamedev ] : https://reddit.com/r/rust_gamedev
388
368
[ @rust_gamedev ] : https://twitter.com/rust_gamedev
0 commit comments