+++ title = "This Month in Rust GameDev #15 - October 2020" date = 2020-11-03 transparent = true draft = true +++
Welcome to the 15th issue of the Rust GameDev Workgroup's monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem for anyone wishing to use Rust in their development process! Want to get involved? Join the Rust GameDev working group!
You can follow the newsletter creation process by watching the coordination issues. Want something mentioned in the next newsletter? Send us a pull request. Feel free to send PRs about your own projects!
- Game Updates
- Learning Material Updates
- Library & Tooling Updates
- Popular Workgroup Issues in Github
- Meeting Minutes
- Requests for Contribution
- Jobs
- Bonus
Antorum Online is a micro-multiplayer online role-playing game by @dooskington. The game server is written in Rust, and the current "official" client is being developed in Unity. The server can be self-hosted, and the network protocol is open, so even custom clients that adhere to the protocol can connect and play.
Two more devlogs were published this month, regarding work done to implement shops, character creation, and a few other features:
The @pGLOWrpg (Procedurally Generated Living Open World RPG) is a long-term project in development by @Roal_Yr, which aims to be a text-based game with maximum portability and accessibility and focus on replayability, interactions, and emergent narrative.
For the past month the main focus of the development was on:
- Improving the UI.
- Implementing the input autocomplete system.
- Implementing save data import and parsing.
- Implementing world navigation system.
- Implementing rudimentary CLI graphics (for debugging and some future use).
Main features of reported (pre-alpha) version are:
- Ability to generate and explore one or many worlds (see previous news).
For main feature reports and dev blogs follow @pGLOWrpg on Twitter.
Mun is a scripting language for gamedev focused on quick iteration times that is written in Rust.
October updates include:
- a plugin for mdbook to test Mun code;
- support for modules and visibility;
- the ability to generate enum ABI types;
- bug fixes and other improvements.
gfx-rs support for D3D has been improved. @kvark landed a few critical fixes in the DX12 backend, including the proper handle freeing, compressed textures support, blend factors, and debug markers.
@cwfitzerald brought DX11 backend practically to the 1st tier with titanic work spread over a dozen of pull requests. It is now able to run bve-reborn correctly:
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That's all news for today, thanks for reading!
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