@@ -39,7 +39,6 @@ Table of contents:
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- [ Library & Tooling Updates] ( #library-tooling-updates )
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- [ Popular Workgroup Issues in Github] ( #popular-workgroup-issues-in-github )
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- [ Requests for Contribution] ( #requests-for-contribution )
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- - [ Jobs] ( #jobs )
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<!--
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Ideal section structure is:
@@ -86,7 +85,7 @@ Listen and Subscribe from the following platforms:
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## Last Call for [ Rust GameDev Survey] [ survey ]
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Our annual [ Rust Game Development Ecosystem Survey] [ survey ] will be closed
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- on Sunday at the end of this week, 6 . December 2020.
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+ on in the end of this week, 11 . December 2020.
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It'll only take 10 minutes, and your responses help us
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better understand the state of our ecosystem and where we
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should try to focus our collective efforts.
@@ -105,9 +104,9 @@ with OpenStreetMap coverage can be used!
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Some of this month's updates:
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- - started a new tool to explore 15-minute neighborhoods;
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- - simpler process for [ importing new cities] [ abstreet-new-cities ] ;
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- - large internal refactoring for the GUI and initializing the simulation;
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+ - A new tool to explore 15-minute neighborhoods was started.
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+ - Simpler process for [ importing new cities] [ abstreet-new-cities ] .
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+ - Large internal refactoring for the GUI and initializing the simulation.
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[ abstreet ] : https://abstreet.org
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[ abstreet-new-cities ] : https://dabreegster.github.io/abstreet/howto/new_city.html
@@ -153,7 +152,7 @@ November's full weekly devlogs: "This Week In Veloren...":
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[ #93 ] ( https://veloren.net/devblog-93/ ) ,
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[ #94 ] ( https://veloren.net/devblog-94/ ) ,
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[ #95 ] ( https://veloren.net/devblog-95/ ) ,
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- [ #96 ] ( https://veloren.net/devblog-96/ ) ,
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+ [ #96 ] ( https://veloren.net/devblog-96/ ) .
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In December, work will begin on 0.9. There are some discussions about larger
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refactors in the codebase. Many new developers have joined and are getting up to
@@ -168,7 +167,7 @@ _The start of an adventure_
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[ veloren-gamingonlinux-article ] : https://www.gamingonlinux.com/2020/11/inspired-by-the-likes-of-cube-world-open-source-rpg-veloren-has-the-biggest-update-yet
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[ veloren-0.8-gameplay ] : https://www.youtube.com/watch?v=TMYfrdiEJw4
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- ### FBSim
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+ ### [ FBSim]
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![ FBSim initial version] ( fbsim.png )
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_ FBSim running with default agents._
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![ Two players fishing at the beach] ( antorum-online-11-25-2020.gif )
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- Antorum Online is a micro-multiplayer online role-playing game by [ @dooskington ] .
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+ [ Antorum Online] is a micro-multiplayer online role-playing game by [ @dooskington ] .
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The game server is written in Rust, and the official client is being developed in
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Unity.
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@@ -219,7 +218,7 @@ In November, focus was put on gameplay. Prototyping of a butcher skill was done,
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which will allow for animals to be turned into raw resources. Support for
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rendering shadows in the MetalRenderer was added, bringing it one step closer to
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the WebGlRenderer. Lots of work was put into the ability to fire a bow. This
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- spanned a few weeks, however enough functionaly was added for it to feel like a
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+ spanned a few weeks, however enough functionality was added for it to feel like a
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solid part of gameplay. It still requires some polish, however, which will be
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the focus of the beginning of December.
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@@ -241,7 +240,7 @@ Full devlogs:
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Intended as a test platform for trying out rust for prototyping games and
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particularly for game AI programming purposes.
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- Development started at the end of October, recent additions include:
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+ Recent updates include:
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- Dynamic ship debris based on slicing source sprites into chunks.
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- New hostile ship type, (ranger), which fires seeking missiles.
@@ -286,7 +285,7 @@ inspired by games like [Raiden] and [Binding of Isaac].
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Exciting new additions have been made in November!
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- - Micah added a [ "paused" text overlay] to provide visual indication for when
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+ - Micah added a [ "paused" text overlay] to provide a visual indication for when
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the game is paused.
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- Carlo added a [ new armor system] that gives a chance for destroyed enemies to
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drop armor consumables that can block a single hit from any damage source.
@@ -315,7 +314,7 @@ Here are some of the games made with Rust:
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made with [ bevy] ([ source code] [ go-wotm-src ] ).
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> Your goal is to conquer the planet, but it's not possible until you
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- > control all the moons. The end result is not completly what I wanted,
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+ > control all the moons. The end result is not completely what I wanted,
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> but it was a nice occasion to try [ rapier] for physics and [ lyon] to draw
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> shapes from [ bevy] .
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@@ -325,7 +324,7 @@ Here are some of the games made with Rust:
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made with [ amethyst] ([ source code] [ go-starlight-src ] ).
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> A die and retry landing game where you control a spaceship, its fuel and health
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- > inside 10 different levels. Each level is made up of ennemies (cannons,
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+ > inside 10 different levels. Each level is made up of enemies (cannons,
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> plasma doors, saw blades, etc.), bonuses (fuel, health) and coins.
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[ @grzi ] also published a devlog post:
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Development of new tutorial content has slowed down due to wgpu still being in
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development. [ @sotrh ] has committed to continue maintaining the project through
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- the comming version changes, and plans to add more new content when the API
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+ the coming version changes, and plans to add more new content when the API
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solidifies. He with the help of other contributors such as GitHub user
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[ @kanerogers ] worked through a series of issues to polish the repository before
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the content freeze.
@@ -524,12 +523,12 @@ FlatBuffers and Cap'n Proto and can be used for data storage and messaging.
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It has a handful of features that make it stand out:
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- - No schema restrictions
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- - HashMap support out of the box
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- - Trait object support through the [ ` rkyv_dyn ` ] crate
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+ - No schema restrictions.
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+ - HashMap support out of the box.
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+ - Trait object support through the [ ` rkyv_dyn ` ] crate.
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- Validation through the [ ` bytecheck ` ] crate, suitable for untrusted and
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- potentially malicious data
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- - Safe mutable archives with pinning
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+ potentially malicious data.
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+ - Safe mutable archives with pinning.
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Reddit user [ vlmutolo] also made a [ toy benchmark] comparing rkyv against serde
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and bincode and found that rkyv had promising initial numbers:
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A write-up on the [ architecture and internals of rkyv] is also available.
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_ Discussions:
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- [ /r/rust (v0.1)] ( https://www. reddit.com/r/rust/comments/jss6h4/rkyv_a_zerocopy_deserialization_framework_for_rust/ ) ,
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- [ /r/rust (v0.2)] ( https://www. reddit.com/r/rust/comments/jx32e8/rkyv_02_and_bytecheck_validation_mutable_archives/ ) _
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+ [ /r/rust (v0.1)] ( https://reddit.com/r/rust/comments/jss6h4/rkyv ) ,
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+ [ /r/rust (v0.2)] ( https://reddit.com/r/rust/comments/jx32e8/rkyv_02 ) _
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[ rkyv ] : https://github.com/djkoloski/rkyv
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[ `rkyv_dyn` ] : https://docs.rs/rkyv_dyn
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[ `bytecheck` ] : https://github.com/djkoloski/bytecheck
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- [ vlmutolo ] : https://www. reddit.com/r/rust/comments/jx32e8/rkyv_02_and_bytecheck_validation_mutable_archives/gcyfoqc
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+ [ vlmutolo ] : https://reddit.com/r/rust/comments/jx32e8/rkyv_02_and_bytecheck_validation_mutable_archives/gcyfoqc
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[ toy benchmark ] : https://git.sr.ht/~vlmutolo/rkyv-bench/tree/master/src/main.rs
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[ architecture and internals of rkyv ] : https://davidkoloski.me/blog/rkyv-architecture/
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### [ assets_manager] v0.4
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- [ assets_manager] provides an convenient way to work with external files, making
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+ [ assets_manager] provides a convenient way to work with external files, making
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ressources caching and hot-reloading easy and straightforward.
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This month was released version 0.4.0, bringing loads of improvements.
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- A ` Source ` trait, to load assets from anywhere. It makes the crate usable in
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WebAssembly.
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- Assets that can load other assets, with a transparent integration with
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- hot-reloading. Using a manifest file has never been so easy !
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- - Improved perfomances
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- - See the [ full changelog] [ assets_manager_log ] for more informations .
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+ hot-reloading. Using a manifest file has never been so easy!
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+ - Improved performance.
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+ - See the [ full changelog] [ assets_manager_log ] for more information .
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[ assets_manager ] : https://github.com/a1phyr/assets_manager
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[ assets_manager_log ] : https://github.com/a1phyr/assets_manager/releases/tag/v0.4.0
@@ -586,7 +585,7 @@ highly performant 2D graphics.
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[ terramach ] : https://github.com/lykhonis/terramach
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- ### [ glam]
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+ ### [ glam] v0.11.2
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[ glam] is a simple and fast linear algebra crate for games and graphics.
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@@ -629,9 +628,9 @@ for desktop and the browser.
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> and have that build to both desktop and the browser
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> with little to no modification to source code.
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- Two demos are aviable atm:
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+ Two demos are available atm:
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- - Basic graphics (using raw opengl via "glow" crate) and audio demo:
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+ - Basic graphics (using raw OpenGL via the "glow" crate) and audio demo:
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[ here] [ fluffl-demo-1 ] .
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- Breakout clone demo: [ here] [ fluffl-demo-2 ] .
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@@ -714,8 +713,8 @@ Current features of [rib] include:
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- Support of collada files coming from the latest Blender version.
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- Precomputation of the bone matrices expressed in the world space so that you
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just have to pass it to your shader for traditional GPU skinning.
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- - Interpolation between keyframes
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- - (De)/serialization in binary thanks to [ bincode]
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+ - Interpolation between keyframes.
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+ - (De)/serialization in binary thanks to [ bincode] .
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[ rib] can be greatly extended, for example with the support of other format
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handling skeleton data, such as the [ glTF] format.
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_ Discussions:
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[ /r/rust] ( https://reddit.com/r/rust/comments/jxd9zz/announcing_kira_dynamic_audio_library_for_games/ ) ,
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- [ twitter ] ( https://twitter.com/tesselode/status/1329559760111357954 ) _
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+ [ Twitter ] ( https://twitter.com/tesselode/status/1329559760111357954 ) _
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### [ gfx-rs] and [ wgpu]
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@@ -789,7 +788,7 @@ improvements:
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loop.
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_ Discussions:
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- [ /r/rust] ( https://www. reddit.com/r/rust/comments/k1hkxq/iced_a_crossplatform_gui_library_new_release/ ) _
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+ [ /r/rust] ( https://reddit.com/r/rust/comments/k1hkxq/iced_a_crossplatform_gui_library_new_release ) _
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[ A new minor version ] : https://github.com/hecrj/iced/pull/637
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[ Iced ] : https://github.com/hecrj/iced
@@ -805,7 +804,7 @@ _Discussions:
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![ KAS markdown] ( kas-markdown.png )
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_ Markdown parsing demo_
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- [ KAS] by [ @dhardy ] is a general purpose UI toolkit; its
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+ [ KAS] by [ @dhardy ] is a general- purpose UI toolkit; its
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initial aim is "old school" desktop apps with good keyboard and touchscreen
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support. Unlike many modern immediate-mode UIs, KAS's widgets retain state,
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allowing minimal per-frame updates. KAS supports embedded WebGPU graphics now,
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[ Egui] is a highly portable immediate mode GUI library in pure Rust.
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This month a [ v0.4.0 version] [ egui-v0-4 ] was released
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- with much improved text editing, and many bugfixes.
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+ with much- improved text editing, and many bugfixes.
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Check out an [ updated online demo] [ egui-demo ] .
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Also, [ egui_web] v0.4.0 was released, with a simple fetch API \-
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This month [ KMS] [ PR] [ kms-pr ] landed on miniquad.
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Now miniquad can run on without neither X11 or Wayland,
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- right on the linux kernel with KMS.
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+ right on the Linux kernel with KMS.
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[ miniquad ] : https://github.com/not-fl3/miniquad
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[ KMS ] : https://www.kernel.org/doc/html/v4.15/gpu/drm-kms.html
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The goal of [ Dotrix] is to become a 3D engine for the new RPG project. The
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engine is free and open source, delivering a set of common high-level features
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like skeletal animation, skybox, terrain, camera controlling, input mapping and
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- many others. It is built on top of the
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- [ wgpu] ( https://github.com/gfx-rs/wgpu-rs/ ) with an ECS core which is a part of
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- the engine.
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+ many others. It is built on top of the [ wgpu] with an ECS core
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+ which is a part of the engine.
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Currently supported features:
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- - Linear ECS with systems as simple functions, that can have optional context
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- - Import of textures from PNG files
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+ - Linear ECS with systems as simple functions, that can have optional context.
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+ - Import of textures from PNG files.
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- Import of multiple assets from GLTF files (textures, meshes, skins and
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- animations)
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- - FPS and delta time counters
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- - Rendering of meshes and simple scenes with light and camera controls
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- - Rendering of skeletal animations
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- - 3 showcase demo applications
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+ animations).
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+ - FPS and delta time counters.
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+ - Rendering of meshes and simple scenes with light and camera controls.
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+ - Rendering of skeletal animations.
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+ - 3 showcase demo applications.
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Next in sprint:
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- - Input management and mapping
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- - Full camera control with mouse
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- - Skybox renderer
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+ - Input management and mapping;
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+ - Full camera control with mouse;
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+ - Skybox renderer.
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[ Dotrix ] : https://github.com/lowenware/dotrix
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[ Developer's Twitter ] : https://twitter.com/lowenware
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[ Tetra] is a simple 2D game framework, inspired by XNA and Raylib. This month,
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versions 0.5.3 and 0.5.4 were released, with some frequently requested features:
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- - A ` Mesh ` API, allowing users to create arbitary 2D geometry
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+ - A ` Mesh ` API, allowing users to create arbitrary 2D geometry
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- Experimental support for high-DPI rendering
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There has also been numerous bug fixes and documentation improvements. For full
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[ Old Gods] [ old-gods ] is an WIP game engine meant for games
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targeting the web and SDL2.
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It reads Tiled map files into a specs based entity component system.
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- Rendering is handled by HtmlCanvasElement or the built in SDL2 renderer.
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+ Rendering is handled by HtmlCanvasElement or the built- in SDL2 renderer.
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_ Discussions:
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[ /r/rust] ( https://reddit.com/r/rust/comments/k25hh8/the_old_gods_game_engine ) _
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### [ ggez]
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- ![ lot's of overlapping bunnies] ( ggez-bun.png )
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+ ![ lots of overlapping bunnies] ( ggez-bun.png )
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_ ggez bunnymark - 60,000 buns at 60 FPS_
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[ ggez] is a 2D game framework inspired by Love2D. The project is chugging
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be updated and tested on every platform imaginable. Try out the ` devel `
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branch and give it a go!
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- [ ggez ] : https://github.com/ggez/ggez/
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+ [ ggez ] : https://github.com/ggez/ggez
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### [ rg3d]
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[ ![ a scene with lightning and multiple hi-poly character models] ( rg3d_instancing.jpg )] [ rg3d_twit ]
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+ _ Geometry instancing demo._
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[ rg3d] is a game engine that aims to be easy to use and provide large set
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of out-of-box features. Some of the recent updates:
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- Added [ gobo] for spot lights.
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- Added CPU lightmapper - it is possible now to "bake" static lighting
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into a texture to improve performance.
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- - Lots of other bugfixes and improvements.
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Join the [ rg3d's Discord channel] [ rg3d_discord ]
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- or follow [ Dmitry Stepanov on twitter ] [ rg3d_twitter ] .
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+ or follow [ Dmitry Stepanov on Twitter ] [ rg3d_twitter ] .
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[ rg3d ] : https://github.com/mrDIMAS/rg3d
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[ rg3d_twit ] : https://twitter.com/DmitryS36934349/status/1328797761874046977
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