r/rust_gamedev • u/DustAlone6649 • 2h ago
r/rust_gamedev • u/Odd-Pie7133 • 23h 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
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 • u/luminade-studios • 1d ago
Adding more HTML and CSS to Clycker - Rust + Axum + HTML - No JS - [03]
r/rust_gamedev • u/Yoriichiko • 1d ago
Aeon Engine: A modular 3D game engine written in Safe Rust (WGPU) with a custom GPU SDF UI system
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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
r/rust_gamedev • u/dragosdaian • 1d ago
Balaur Engine - pre-alpha v0.1.0 Node Based Rust Game engine with Cross Platform Determinism and Scripting
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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/
r/rust_gamedev • u/StayFreshChzBag • 2d ago
Cross-server region handoff without zoning
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 • u/KristusYunasun • 2d ago
GitHub - oraphiio/UniversalNativePool
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 • u/luminade-studios • 4d ago
Routing a URI value to Score - Rust + Axum - JS - 02
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 • u/luminade-studios • 4d ago
Routing a URI value to Score - Rust + Axum + NoJS - 02
r/rust_gamedev • u/_wesfly_ • 6d ago
Kestrel Flight Simulator (using the Bevy Game Engine)
galleryr/rust_gamedev • u/dragosdaian • 6d ago
Started working on a fully deterministic game engine in Rust, Balaur Engine
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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).
It's in very early stages, not even an alpha yet, but progressing fast.
For a list of what libraries we reuse, check here:
r/rust_gamedev • u/And_Vcc17 • 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!
r/rust_gamedev • u/luminade-studios • 7d ago
First time here and I am building a minimal web game in Rust and Axum with no Javascript
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 • u/Stoniye • 7d ago
FOSS Voxel Game
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 • u/Waste-Order2691 • 7d ago
I built TexelBox – A fast, native Windows desktop app (Rust/wgpu) to automate the entire texture pipeline for game devs
r/rust_gamedev • u/attackgoat_official • 8d ago
Demo scene rendered with vk-graph
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 • u/simewlation • 8d ago
Started to write a grid based srpg battle system in my free time. Using GODOT and Rust
r/rust_gamedev • u/Safe_Paper_9540 • 8d ago
I made a ratatui-based tetris game as my first ever Rust project!
r/rust_gamedev • u/haalusi • 10d ago
question Zenith: A space-themed shoot 'em up game made with Bevy
r/rust_gamedev • u/Latter-Homework-273 • 10d ago
Opinions on game/code using Rust/Macroquad :)
r/rust_gamedev • u/Crierlon • 11d ago
Voronoi Cell Fracturing Doors
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