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title = " This Month in Rust GameDev #10 - May 2020"
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- date = 2020-06-01
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+ date = 2020-06-08
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transparent = true
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- draft = true
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+++
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<!-- markdownlint-disable no-trailing-punctuation -->
@@ -99,9 +98,9 @@ Here is the May changelog:
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- Added 2 sets of armour. One Steel and one Leather.
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- Added context-sensitive crosshair
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- A 0.7 intro meeting was held, in which we looked at what we wanted to achieve
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- with this version. 0.7 will be released August 1st. We came up with a definition
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- of 0.7, and what we wanted to achieve:
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+ A 0.7 intro meeting was held, in which the devs looked at what they wanted to achieve
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+ with this version. 0.7 will be released August 1st. They came up with a definition
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+ of 0.7, and what they wanted to achieve:
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> As a player, I want to get quests from NPCs in settlements. I want to be sent
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> to kill enemies, collect objects, or complete dungeons. I want to be sent from
@@ -155,7 +154,7 @@ features, including the ability to observe other player's villages.
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A summary of changes is available on the [ Paddlers news page] [ paddlers-news ] .
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Besides programming, the developer of Paddlers also wrote a blog post called
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- [ Benefits of full-stack Rust] [ paddlers-blog ] where he details some of his
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+ [ Benefits of full-stack Rust] [ paddlers-blog ] where the details some of his
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experiences when implementing a server-client model using Rust on both ends.
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Furthermore, he published a first [ video teaser] [ paddlers-teaser ] .
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@@ -173,13 +172,13 @@ _Discussions:
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![ screenhot: an island, sea, and a few boats] ( sailing-sim.jpg )
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- This is unnamed game is still in the prototype stage and
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+ This unnamed game is still in the prototype stage and
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it's the new project of Kunos Simulazioni
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(creators of the [ Assetto Corsa] racing simulation franchise)
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co-founder and former Lead Programmer [ Stefano Casillo] who started
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a new studio (Jaxx Vane Studio) in April 2020 in the search of new challenges.
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- It's going to be a modern Foling /Sailing Simulator aiming to bring the depth,
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+ It's going to be a modern Foiling /Sailing Simulator aiming to bring the depth,
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rigor and attention to detail found in racing simulations to the sailing genre
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on PC/Windows.
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The game features a fully custom scratch made 3D engine written in Rust
@@ -201,7 +200,7 @@ with highlights also published on [YouTube][sailing-youtube].
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[ Garden] [ garden ] is an upcoming game centered around growing realistic plants.
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- [ May] [ garden-devlog ] devlog were posted.
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+ [ May] [ garden-devlog ] devlog was posted.
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Some of the updates:
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- The core logic of the plant simulation was rewritten,
@@ -237,11 +236,11 @@ The main focus so far has been experimenting with different particle types, incl
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- Cyrotheum - A cold particle that melts over time, and releases a wave of
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cold to its surroundings.
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- Unstable - Heats up over time, vaporizing a large radius at too high
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- of a tempature , and releases Smoke.
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+ of a temperature , and releases Smoke.
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- Electricity - Can only exist when falling, or in Water.
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Flows through Water. Very hot.
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- Glass - Created by heating up Sand. Acts like a liquid at
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- high enough tempatures , and a solid otherwise. Immune to Acid.
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+ high enough temperatures , and a solid otherwise. Immune to Acid.
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- Life - A semi-intelligent particle that stacks itself up, and moves
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as a group. Likes to breed upon eating Plants. Will jump down short drops.
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Dies if too hot or cold, or upon falling a large distance.
@@ -258,7 +257,7 @@ Got any ideas? Leave an [issue on github][Sandbox], or add it yourself!
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[ orb.farm] is a virtual ecosystem where different species of creature can live,
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grow and die as part of a self-contained food chain.
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- Made by by [ Max Bittker] ([ sandspiel's author] [ about-sandspiel ] ).
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+ Made by [ Max Bittker] ([ sandspiel's author] [ about-sandspiel ] ).
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Element types:
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@@ -367,8 +366,8 @@ artillery game that promises exciting battles and real-time gravity physics.
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> Be careful, though, your missiles don't always fly straight.
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> Be sure to take into account the gravity of planets, the sun,
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> and other celestial bodies!
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- > Try out different tactics, e.g. sling shoting missiles around the sun,
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- > spaming them, or lining up sniper shots!
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+ > Try out different tactics, e.g. sling shooting missiles around the sun,
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+ > spamming them, or lining up sniper shots!
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The game is made using the studio's "Sphere Engine"
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that is being implemented using Rust and Vulkan.
@@ -403,12 +402,12 @@ the first time. Be sure to check out the [Github repo][digescape-github].
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> share their excitement and challenges through their dev blogs.
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In May, progress was made on the game models. Test have been created in order
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- to fomalize what a testing suite should look like in Akigi. The interactive
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- squences system was restructured to allow for a node system that could guide the
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- player better. A data extraction system was put in place to view metricks from
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+ to formalize what a testing suite should look like in Akigi. The interactive
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+ sequences system was restructured to allow for a node system that could guide the
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+ player better. A data extraction system was put in place to view metrics from
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the game server.
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- Some of this months 's updates:
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+ Some of this month 's updates:
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- [ Learning to Think] ( https://devjournal.akigi.com/may-2020/065-2020-05-03.html#learning-to-think )
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- [ Integration Testing] ( https://devjournal.akigi.com/may-2020/066-2020-05-10.html#integration-testing )
@@ -487,15 +486,15 @@ of a matching eye.
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[ minds-eye ] : https://github.com/MichaelStott/Minds-Eye
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- ## [ vkeyes-demo-rs]
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+ ### [ vkeyes-demo-rs]
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![ Video demo] ( vkeyes.gif )
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[ vkeyes-demo-rs] by [ Fun Maker] is a simple OpenVR+Vulkano demo with a twist:
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you can rotate your eyes separately with analog sticks.
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Also, the demo features asynchronous model/texture loading from .obj,
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- .png, and OpenVR and uses dedicated queue for data transfer if available.
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+ .png, and OpenVR and uses a dedicated queue for data transfer if available.
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[ vkeyes-demo-rs ] : https://github.com/funmaker/vkeyes-demo-rs
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[ Fun Maker ] : https://twitter.com/FunMaker39
@@ -569,7 +568,7 @@ about building a simple version of Pong using GGEZ:
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> there’s still plenty of small game engines that don’t make any assumptions.
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> My favorite of these is ggez.
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- [ The source code for all stages could be found here.] [ rust-wasm-3d -src]
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+ [ The source code for all stages could be found here.] [ pong-tut -src]
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[ mkhan45 ] : https://mkhan45.github.io
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[ pong-tut-1 ] : https://mkhan45.github.io/2020/05/19/Pong-tutorial-with-ggez.html
@@ -690,7 +689,7 @@ and support virtually any use-case:
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with no features takes about ~ 3s on modern CPU.
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- Integration with ` serde ` ecosystem? Special ` Format ` implementations can load
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assets whose representation implement ` serde::de::DeserializeOwned ` .
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- Crate includes ` Format ` s for loading assets from JSON, YAML and RON docuemts .
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+ Crate includes ` Format ` s for loading assets from JSON, YAML and RON documents .
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Crate's repo has few examples with nearly each line of the code explained.
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@@ -866,7 +865,7 @@ Additionally, planning for 0.4 has begun, which will
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and easy-to-use editor which is able to load, modify, and save scenes in
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native engine format. The editor is based on rg3d engine, user interface
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is based on rg3d-ui crate which developing in parallel with editor. It is
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- still in very early development phase, but it already have some basic
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+ still in very early development phase, but it already has some basic
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features:
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- Undo/redo
@@ -1063,7 +1062,7 @@ from the interactions of millions of individuals.
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During RustFest Zurich 2017, [ Anselm Eickhoff] gave an interesting talk
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"Type-safe & high-perf distributed actor systems with Rust":
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- brief histiry of Citybound, why Rust was choosen , actors in a networked setting,
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+ brief history of Citybound, why Rust was chosen , actors in a networked setting,
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a few live demos, and lessons learned.
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You can [ watch the recording here] [ cb-video ] ([ slides] [ cb-slides ] ).
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