If you have specialised knowledge of integrating scripting into a Rust program (a game, specifically) with a relatively high performance target and relatively low concern for protection against malware (basic restrictions of host APIs is nice but ultimately not necessary), please hit me up I have questions as I’m not experienced with the specific field

specifically I’m switching away from Rhai because it’s too slow for my usage and because my game is an automation game that has all the content built with scripting, ideally I’d want a very high performance target, anything short of JIT or native won’t be enough. the game’s logic mostly consists of independent scripts that send messages to each other via an actor system, and rendering is done by asynchronously collecting rendering commands from scripts. wasm isn’t out of the picture but it’s clunky and I don’t know how to make it performant or how to minimise serialisation overhead.

#rust #gamedev #rustgamedev #scripting

i am starting to understand the entity, component, and system paradigm used in Bevy. i will make a little platformer tomorrow, i already have basic movement figured out, just have to setup the camera to move with the player and add collisions. sprites are for... later =w=

current goal: generate a 3d chunk of voxels procedurally using perlin noise

#bevyengine #bevy #gamedev #programming #entitycomponentsystem #rustlang #rustgamedev

I am way too deep in this #gamedev rabbit hole. Continuously surprised at the raw compute power #rustgamedev lets me throw at absurd gameplay concepts. At this point I'm just playing with my sand toy when I should be optimizing.

I restored the "hexagoniness" of the terrain mesh in my #bevyengine game using a custom fragment shader:

📐 Calculate distance from fragment to nearest hexagon edge, using the fragment's world position.
🔦 Highlight the fragment if that distance is small.

#gamedev #rustgamedev

I added 🏔️ terrain heights 🏔️ to my game. I like how it feels more immersive than a flat world. 🤩

The triangle mesh makes it look less "hexagony" but I think I can fix that by adjusting the materials. 🎨 👨‍🎨

#bevyengine #gamedev #rustgamedev #rustlang

I've published an interactive blog post on building agent behaviour with Bevy Behave!

🎮 🤯 Play around with a Bevy app inside the blog post.
🧠 🌳 Learn how to build behaviour trees with Bevy Behave.
⭐️ 🍒 Make the agents earn points and eat tasty fruit!

https://www.hankruiger.com/posts/bevy-behave

#bevyengine #gamedev #rustlang #rustgamedev #bevybehave

Investing more of my spare time on #GitHubGameOff. I've decided to simplify things a bit by making the mods floating targets which hurt you if you make a mistake. Most of the game logic is done, including level transitions and message interludes for the storyline. Gotta start making it more interesting. #rustgamedev

Day 2 of #GitHubGameOff development: spent maybe a bit way too much time thinking about simple collision and WASM support, but at least it's mostly covered now. Also started drafting a 3D model for the incoming enemies (with a great "is my passion ✨" vibes) using #blockbench. I'm thinking that I have a long corridor ahead of me.

#rustgamedev

Just started developing my entry for this year's #GitHubGameOff. Bootstrapped a #bevy 3D game with dim lighting, linear fog, a simple corridor with textured planes, and a cool ordered dithering effect for the most intense moments.

#gamedev #rustgamedev

This week I did something different: a puzzle game for #msdos written in #rustlang. https://e-net4.itch.io/dos-tilers

#rustgamedev #retrogaming

Tilers by E_net4

A tile permutation puzzle game for MS-DOS

itch.io