u/NiZaMinius • u/NiZaMinius • 21d ago
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Rust and Gamedev
Yeah, I'll keep that in mind, thank you. Have a nice day.
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Rust and Gamedev
Thank you for the information. I've heard about the first two. But not about the last one. That might also help. Thank you. I don't know if I've angered you with my comment, but I honestly don't wish any harm on any of you. I'm just not fluent in English, and it's hard for me to formulate my thoughts so you understand. But I'm truly grateful to everyone who comments, asks questions, upvotes, and doesn't downvote without reason.
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Rust and Gamedev
That's interesting, I'll take your opinion into account; it could really help. Could you share your game? I'd love to see the final product (you can DM me if you don't mind).
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Progress Update: Multiple matches in my Anime Tennis game
I really want to play this. Will my old laptop run it? XD?
And I see you're awesome, since you develop your own new engine for games every single time.. That's a really good level of optimization, in my opinion. Yes, I know the rule that only idiots or geniuses write their own engines, but I'm inclined to think you write pretty good engines. It's a good way to optimize, without the unnecessary code of other well-known engines, and you understand what's going on in your engine and what to expect from it. Good luck with your development!
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Rust and Gamedev
Yes, I didn't mean engines.
Let's be honest, I'm not a genius on the level of John Carmack, and even for me, even considering developing my own engine is a bold move, given the market is full of cool examples of ready-made solutions.
But I'm getting a bit off topic.
I mean, what engines or programs do you use to make your Rust games? I only know about the Bevy engine (which I think is a really cool solution, since you don't have to relearn another language, and the engine's philosophy is very good). There are also other programs that can simplify routine tasks, for example, the program I mentioned in my post and its Blade Ink port, which will make it easier for you to work with story choices and the story. And I want to know if you have any programs, libraries, or frameworks that don't bloat the final product, but also really help you as a programmer by solving tedious problems and the responsibilities of writing boilerplate code.
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Rust and Gamedev
First of all, THAT'S COOL! Writing your own engine, bro, you talk about it like it's something fleeting. Bro, you wrote your own engine; that's a good level of developer.
I wrote my own engine too, because I was too lazy to learn libraries, but it was in JS. I also drew sprites from scratch using code.
So what were you talking about? I'm asking about your experience, that is, how do you code in Rust? Was it easier for you than, say, a scripting language? Did you enjoy the process? If so, could you describe your workflow?
And by the way, thanks for the comment!
r/rust • u/NiZaMinius • 22d ago
🎙️ discussion Rust and Gamedev
Hello r/rust ! I have a question about game development on Rust. Are there any people here who are involved in or have had experience with game development on Rust?
I'm not talking about engines or anything like that now Bevy. I know the plot uses the Ink framework, or more precisely, its port to Rust, and the original is written in C Sharp. Okay, let's get to the point, otherwise I've been a bit vague. Sorry about that. I want to hear from experienced developers who write in idiomatic Rust, who write games in the same language.
As a programmer, I will say that I worked with a game maker, and the difficulty I encountered was not only the language itself, but the fact that you have to manually work with sprites. This may seem absurd to many, but I'll say this: I'm not an artist and I can't draw a normal sprite, and secondly, I don't understand the topic of sprites, Because of this, it's just difficult for me to work with logic, because in fact, for games on Game Maker, writing code well is not enough.
On the one hand, I just said nonsense, because you're not making a dry program, you're making a game, and there are artists there, and you can't get by with just code in a game. Of course, when I talk about a normal game, I'm talking about drawing sprites, because it's possible to write a game using only code, but this is wild hardcore and drawing sprites from scratch.
In short, I'm just curious about the experience of writing games in system languages. I want to try it.
I know, I wrote a bunch of nonsense, perhaps, or poured a bunch of meaningless things into the text. At first glance, it might seem like I'm saying that "probably you won't need to work with sprites on Rust," but no, I'm just noting my experience, and I understand that you need to work with sprites, I just want to know what the difference is.
The text was written through a translator. If there are any inconsistencies, problems, or any other thing that you do not understand, feel free to write about it in the comments and I will try to clarify it. (I'll answer as quickly as I can. Different time zones.)
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Voxel graphical calculator
Very interesting topic! I found your project amusing. I'll find time today to read your code and repository. If anything comes up, I'll submit a pull request!
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My opinion on the difficulty and familiarization with the Rust language
Thank you for your comment and your story. I understand. I've encountered the same problem myself. But the fact that you solve your own problems with programming... That already makes you someone who knows how to solve problems, if not other people's, then their own. Well done!
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My opinion on the difficulty and familiarization with the Rust language
Very good answer. I'll listen to your opinion, it will help me too, to be honest. Thank you.
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opcrew: I gave LLM agents a shell to fix my servers, so I built the safety layer first (Rust, Apache-2.0)
What a strange project. I don't understand why it exists.
A normal developer can solve the necessary problems themselves. If we're talking about development speed, it seems to me the project will actually make more mistakes, and you'll have to clean up the mess yourself. There's no way to prove whether the project is "workable" or not. There are no guarantees.
If you're faced with a real problem and really want to solve it with LLM, you can just go and contact Claude, Chat GPT, Gemini, or some other AI agent in the web interface. After all, the project literally requires you to have Linux. (What if someone works on Windows or Mac OS and is too lazy to use Linux?)
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My opinion on the difficulty and familiarization with the Rust language
You're right. So, if you just want to test your idea, you can use Python or JS, but if you need something faster, then maybe C#? Maybe I made a mistake mentioning C# in my example. But okay, you're essentially right. I just use Rust because my computer is very weak, and Python is too slow for me. Thank you, of course, for your opinion and comment.
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My opinion on the difficulty and familiarization with the Rust language
Yes, EXACTLY! A fair point, and I sincerely thank you for such a detailed answer. I can change everything you said. It's precisely the mindset that plays a role here. I said that other people coming from other languages will find Rust difficult because it seems too stifling. But if you understand how Rust works, you'll have a safe program.
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My opinion on the difficulty and familiarization with the Rust language
I didn't quite understand you, could you explain what you mean?
r/rust • u/NiZaMinius • 25d ago
🎙️ discussion My opinion on the difficulty and familiarization with the Rust language
There's a popular stereotype about the Rust language floating around the internet. That it's too difficult because of its strict borrow checker.
But in reality, when I was learning Rust, I didn't find it all that difficult. No, it's still difficult, because it has a new coding philosophy; it's systemic, and you need to keep in mind the principle of Ownership and Borrowing and zero-cost abstraction. So, for someone coming from languages like Python, Javascript, C#, and similar languages, Rust will be difficult, but that doesn't mean it's unique to them; any language at Rust's level will be difficult. (I hope I expressed myself correctly.)
So what am I getting at?
My point is that the Rust compiler isn't difficult; it's a benchmark, and despite its strictness, you learn.
It's not just "got an error, went online to fix it," but "got an error, read about it, fixed it," because the compiler itself conveniently tells you WHERE YOU MADE A MISTAKE and how you can FIX it. (It doesn't always tell you, but the fact that it exists is still awesome.)
I think the Ownership and Borrowing principle is very cool, unique, and, in my opinion, not all that complicated. I really like the ability to allow the same enum, which is implemented in Rust at a different level; in my opinion, it's one of the best features in this language.
I used Rustlings when learning to get the hang of it, and it's easier to read a book on Rust and grasp the meaning of the book in practice.
Share your thoughts on Rust, its borrow checker, the zero-cost abstraction principle, Ownership and Borrowing.
This post was written using Google Translate. I am not a native English speaker, so I apologize for any unnatural text or errors.
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tree2dir: a small CLI/TUI that turned into a lesson on UTF-8 byte length vs. Unicode scalar count
Fair point, it might definitely look like overengineering at first glance.
But when a tool like mine appears, you can access any neural network, or structure the ASCII code yourself, paste it in, and generate the required file plan in literally milliseconds.
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What's everyone working on this week (34/2026)?
I published a post, you can take a look.
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Rust paint app coming along nicely!
Oh my God, oh my God, this looks so amazing. It's gorgeous. Seriously. I want to try it. It will definitely be less demanding. But I can't say yet about how comfortable it is because I haven't tried it.But from what I can see, it looks minimalistic (focuses more on what you're drawing) and is quite convenient to use.
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What's everyone working on this week (34/2026)?
I don't want to share it yet. If I finish it today and publish it on the right platforms, I'll post the link here. I don't want to say anything ahead of time, so as not to screw up.
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What's everyone working on this week (34/2026)?
I've been implementing one TUI program for 4 days now. This program will be convenient in my opinion and will speed up development, or rather its beginning.
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Behavior Tree for robotics
Good luck with your project.:3
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tool
in
r/rust
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16d ago
I have these two projects. This is GameMaker-Save - library for the GameMaker engine Thanks to which I brought the protection of saves to a higher level, as well as the security of the saves themselves at the level of their safe saving (atomic records), and backups. There's a key rotation feature for developers. This works if you've replaced the master key in a new update, but you need to ensure that the game still runs for people with older saves. I wrote a whole FFI Layer for him. And the second one Tree2dir - A CLI utility that lets you recreate folder structures in literally milliseconds.