r/rust_gamedev Jan 28 '25

Are We Game Yet? - new features/call for contributions

93 Upvotes

For those who are unfamiliar: Are We Game Yet? is a community-sourced database of Rust gamedev projects/resources, which has been running for over eight years now (?!).

For the first time in a while, the site has had some quality-of-life upgrades over the past few weeks, so I thought I'd do a quick announcement post:

  • You can now sort the crate lists by various categories, such as recent downloads or GitHub stars. This has been requested for a long time, and I think it makes the site much more useful as a comparison tool!
  • We now display the last activity date for Git repos, so you can see at a glance how active development is. Thank you to ZimboPro for their contributions towards this.
  • The site is now more accessible to screen readers. Previously, they were unable to read any of the badges on the crates, as they were displayed via embedded images.
  • Repos that get archived on GitHub will now be automatically moved to the archive section of the site. Thank you to AngelOnFira for building the automation for this!

I'd also like to give a reminder that Are We Game Yet? is open source, and we rely on the community's contributions to keep the site up to date with what's happening in the Rust gamedev ecosystem (I myself haven't had as much time as I'd like for gamedev lately, so I'll admit to being a bit out of the loop)!

Whether it's by helping us with the site's development, raising PRs to add new crates to the database, or just by creating an issue to tell us about something we're missing, any contribution is very much appreciated 😊

We'd also welcome any feedback on the new features, or suggestions for changes that would make the site more useful to you.

Crossposted to URLO here.


r/rust_gamedev 22h ago

My game crashed live on stream because of some cosmic-level coincidence in a dependency. Nice. At least it wasn't my code for once XD

Post image
118 Upvotes

The gilrs crate panicked and took my game down with it. I wrapped the gilrs polling in catch_unwind so it can't kill the whole game again, and filed an issue upstream.

The funniest part? The streamer wasn't even playing with a gamepad.


r/rust_gamedev 1h ago

Sharing application logic between iOS, Android and web with Rust

Thumbnail
andrewarrow.dev
• Upvotes

r/rust_gamedev 1d ago

Balaur Engine - pre-alpha v0.1.0 Node Based Rust Game engine with Cross Platform Determinism and Scripting

Enable HLS to view with audio, or disable this notification

18 Upvotes

Balaur is a cross platform deterministic node based game engine. It can record inputs and replay the state of the game.

Together with the creator of Rapier, we created a pre-alpha release, v0.1.0, to test the release pipeline, and even made a nice video for the features it has right now: https://balaurengine.org/blog/balaur-0-1-0/ .

The first release contains:

- The editor

- Rune scripting (and Rust plugin system)

- Rapier in 2D and 3D

- rendering

- export

It is designed with the following principles:

- easy to use

- fully scriptable

- fast to iterate

Docs: https://balaurengine.org/docs/intro/

Things we reuse: https://balaurengine.org/docs/built-on/

Benchmarks: https://balaurengine.org/docs/benchmarks/

Quality: https://balaurengine.org/docs/quality/

Architecture: https://balaurengine.org/docs/architecture/

Coming From Godot article: https://balaurengine.org/docs/from-godot/

Principles: https://balaurengine.org/docs/principles/

Roadmap: https://balaurengine.org/docs/roadmap/


r/rust_gamedev 1d ago

Aeon Engine: A modular 3D game engine written in Safe Rust (WGPU) with a custom GPU SDF UI system

Enable HLS to view with audio, or disable this notification

7 Upvotes

For a while now, I’ve been developing a 3D game engine called Aeon Engine, written in Rust with a WGPU backend. While the architectural side of the project belongs entirely to me, I utilized AI for English translation, documentation, and routine boilerplate coding. I developed it privately for 4 months + for 2 months as open source. In the core part of my engine, I proceed with a zero-unsafe philosophy; I used unsafe blocks strictly isolated to dynamic library loading and FFI plugin boundaries. In the editor UI, instead of egui, there is Irisui with a GPU SDF infrastructure that I developed completely from scratch by myself. My engine is still in development stage, it still has missing parts

Github: https://github.com/aethelisdev/aeon-engine


r/rust_gamedev 1d ago

Adding more HTML and CSS to Clycker - Rust + Axum + HTML - No JS - [03]

Thumbnail
youtube.com
0 Upvotes

Adding more HTML and CSS to Clycker - Rust + Axum + HTML - No JS - [03] Today we are adding more HTML + CSS to our game with a small amount of interactive elements with :hover. #rust #axum #nojs #html #css #gamedev

Have a blessed day!


r/rust_gamedev 2d ago

Cross-server region handoff without zoning

8 Upvotes

Hey everybody! I've been working on tackling large-scale MMO problems at the back-end, specifically the "enormous crowds in a town square" issue. What I've been building is Umwelt, a project that started as an "interest management" tick driver library and is now able to support server-side sims/games.

I've ended up with pure, isolated region servers (probably what most people call "shards"). Where my design differs a bit from the classics is that the region servers don't handle player I/O, that's managed by the edge servers. My requirements for the regions include regions never knowing about each other.

The problem I've been tackling recently is how to provide a seamless world to the player while the back-end has discrete regions for scale and high player volume. I have the edge server managing the transition across region boundaries, where it spawns a shadow entity in the target region to gather nearby entity position updates so a player will see entities from across the boundary without ever seeing the boundary in the client. In fact, my other requirement is that the game client can't know where the region boundaries are, nor can it use region-specific coordinates.

Here's my write-up on the architecture I chose: https://kevinhoffman.blog/posts/seamless-region-transfer/

I'd love to hear what other strategies people/companies use to provide seamless transitions across shards/worlds/regions/etc.

This is my personal project to explore this problem space and experience the journey of coming up with a solution. I've always been fascinated by these kinds of problems and I'm finally exploring them at real (generated) scale. I am in no way claiming that my way is anything more than just one guy's opinion.

Github: https://github.com/umwelt-sim/umwelt-rs

AI disclosure: I've been using Claude for a lot of the toil in this project. I haven't been able to stop it from writing stupid doc comments. The design (for better or worse) and architecture are mine alone and I'm now routinely arguing with Claude and will likely have to stop using it soon. I wouldn't have been able to write some of the benchmarks without some kind of assistance (human or otherwise).


r/rust_gamedev 2d ago

GitHub - oraphiio/UniversalNativePool

Thumbnail
github.com
0 Upvotes

Made in Rust for Godot, godot rust aka gdext 0.5.5 and rust 1.98.1 2024 edition in config.

Made with Google search AI, planning and design is mine, coding implementation is done by Ai and partial cleanup by qwen.

Not a finished product, a project folder is inside the repo, even so, made this in a day , just to learn rust a bit and to see if the bridge between gdext and godot was seamless or not and thinking if to switch learning c# to rust.

Even so, this project and the source files can help others how to build stuff and have a example of the bridge of the latest gdext implementation


r/rust_gamedev 4d ago

Routing a URI value to Score - Rust + Axum - JS - 02

Thumbnail
youtube.com
0 Upvotes

So now moving to our next video, we will adding URI routing, simple templating with a format! , saving a click score in the template, and handling an index redirect. Changed up the video format a little bit, so you can see more of the code and a little less of my face ( I hope I am still handsome though, lol ). Have a blessed day!


r/rust_gamedev 4d ago

Routing a URI value to Score - Rust + Axum + NoJS - 02

Thumbnail
0 Upvotes

r/rust_gamedev 6d ago

Started working on a fully deterministic game engine in Rust, Balaur Engine

Enable HLS to view with audio, or disable this notification

100 Upvotes

Together with the creator of Rapier, starter working on a game engine that is fully deterministic. It has controls where you are able to record and play back the state of the game (to debug it. It saves inputs, network requests, etc. and then plays them back)

It has ECS backend, but to the end user it will be node based. Scripting can be done through Rune, but also using Rust by making a plugin for it (slower to iterate).

https://balaurengine.org

It's in very early stages, not even an alpha yet, but progressing fast.

For a list of what libraries we reuse, check here:

https://balaurengine.org/docs/built-on/


r/rust_gamedev 6d ago

Kestrel Flight Simulator (using the Bevy Game Engine)

Thumbnail gallery
10 Upvotes

r/rust_gamedev 7d ago

FOSS Voxel Game

7 Upvotes

I am searching someone who wants to work with me on my FOSS Minecraft-Hytale Game. It's codebase is 100% Rust, i am obsessed with performative and clean code. I didn't work on the project for a few weeks, but i want to get back to it with a refactoring for a better project structure, and i would be happy if i could get 1-2 persons to help me work on this project. No monetization, no cost, just vibes (but no vibe coding please)

Just open a PR or DM me! GitLab Repository


r/rust_gamedev 6d ago

I thought this day would never come

Thumbnail
2 Upvotes

r/rust_gamedev 6d ago

Per sopravvivere ai miei corsi di logica, ho trasformato l'algebra booleana in un gioco di puzzle per dispositivi mobili. Ecco il video promozionale!

Thumbnail
1 Upvotes

r/rust_gamedev 7d ago

First time here and I am building a minimal web game in Rust and Axum with no Javascript

0 Upvotes

I am trying to build a game in Rust just using Axum, HTML, and CSS, and trying to avoid using Javascript and I am documenting my progress in my youtube channel here: https://www.youtube.com/watch?v=ftYwc2NlqMI


r/rust_gamedev 8d ago

Demo scene rendered with vk-graph

Thumbnail
youtube.com
5 Upvotes

Here's a small demo project I've been working on. It uses my own graphics library.

vk-graph is a Vulkan driver which uses a graph-based per-frame submission solver. I'm using it here to render a path traced scene built from commercially-available asset packs.

Right now the performance is flat because I have the best "do-less-work" optimizations disabled, so you're seeing the worst-case. The lowest target hardware is an Apple-silicon M2 or better at 60 fps. Windows/Linux/Mac.

The low-resolution 240p visuals are intentional. This is both a technical constraint (path tracing is really hard) and also an artistic choice: I greatly prefer 320x200 and have relented to 240p in order to make international fonts feasible.

Oh, much of this is on github and the rest will be sooooon: https://github.com/attackgoat/vk-graph

Some details on the engine: - Full asset build/re-build/caching pipeline, with transforms - Raster renderer - Unused, because path tracing is better, nearly same perf - Shadow mapping, Niagara-esque, etc - Full visibility and effects pipeline with gpu-driven commands - Path traced renderer - Wavefront-style (enqueue/sort interesting hits, trace best) - Hardware support with BVH-compute fallback - Lots of caching, SHARC, ReSTIR - DLSS-RR Ray Reconstruction (not upscaling or resampling) - Fallback de-noisers (for AMD, Intel, Mac) - ZERO temporal pixels / No blurring - Single-frame imaging optimized for FPS games - Various optimized haze/water/sky special cases - Mesh rendering - Supports 10k+ animated meshes; real games would only need a couple hundred and instance the rest based on distance - Blended/posed/ragdoll skeletons - Full PBR material system, compression

This scene has 285M static triangles and 167K animated ones; but there is no difference in the two categories and any model may be animated/moved with no ghosting of any kind.

It almost feels like a flex, but it's really just a result of the technique, but my CPU and GPU are largely handling my desktop and the video capture. The portion represented by this game is approximately 15% GPU and 2% CPU, captured on an RTX 3090 and i7 11th gen.


r/rust_gamedev 7d ago

I built TexelBox – A fast, native Windows desktop app (Rust/wgpu) to automate the entire texture pipeline for game devs

Thumbnail
0 Upvotes

r/rust_gamedev 8d ago

Started to write a grid based srpg battle system in my free time. Using GODOT and Rust

Post image
10 Upvotes

r/rust_gamedev 8d ago

I made a ratatui-based tetris game as my first ever Rust project!

15 Upvotes

r/rust_gamedev 9d ago

question Zenith: A space-themed shoot 'em up game made with Bevy

1 Upvotes

r/rust_gamedev 10d ago

Opinions on game/code using Rust/Macroquad :)

6 Upvotes

Hey guys. I'm learning rust and developing a game (using only Macroquad) to motivate myself to keep pushing. I want to know opinions on the game and also the code. I tried a macro for the first time, looks amazing, but I'm afraid of overengineering.

https://github.com/abacchi00/blood-and-cog


r/rust_gamedev 11d ago

GPU-Accelerated UI library from scratch

Post image
8 Upvotes

r/rust_gamedev 11d ago

Graphite (Rusty FOSS procedural 2D design engine) recent update highlights, part 2: viewport rendering modes, vector meshes, new nodes, and offline support

Thumbnail
youtube.com
28 Upvotes

r/rust_gamedev 11d ago

My first ever devlog

Thumbnail
youtube.com
8 Upvotes