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Perfect timing for a HN submission about Rust game dev. /s


The dominant conclusion of that other thread, at least as far as I've seen, is one that I concur with — namely, that Rust is absolutely not good for writing game logic, but is probably quite good for writing game engines, and this engine seems like a step towards making that distinction, since it doesn't work like a framework, where you write your game logic in Rust and compile it with the game engine into a single static binary, you instead have the game engine be a separate executable that you then load your game logic as plugins into. The plugins are still currently written in rust, but I'm sure you can see how that could change.


> The dominant conclusion of that other threat

Man for a second I thought Rust community is so zealous that they call a criticizing article "threat".


The vast majority of the reactions from Rust devs to that article - from core language people to random devs like myself - is general agreement. It's understandable why the overzealous-Rust-dev stereotype exists, but I would feel comfortable saying it's really not on display for this saga.

The article was incredibly well written and composed, and if you[0] haven't read it, I highly encourage doing so. I really hope it helps push for improvements at all ends of the spectrum.

[0] the royal you, not you raincole


Given the other discussion talking about "tech before games" and design issues inherent in Rust, you are correct; I am very unlikely to pick up this game engine.


Quoting myself above:

> The dominant conclusion of that other threat, at least as far as I've seen, is one that I concur with — namely, that Rust is absolutely not good for writing game logic, but is probably quite good for writing game engines, and this engine seems like a step towards making that distinction, since it doesn't work like a framework, where you write your game logic in Rust and compile it with the game engine into a single static binary, you instead have the game engine be a separate executable that you then load your game logic as plugins into. The plugins are still currently written in rust, but I'm sure you can see how that could change.

But to each your own! I'd certainly recommend Godot or Unreal over any Rust engine every day of the week as well, just like I use SDL2, OpenGL, and imGUI over pure Rust solutions even in my own Rust game engine work.


Seems to be already flagged.


I mean this is likely somebody seizing the opportunity and posting relevant thread, although a 10 minute old thread with one upvote being the top thread on the front page is suspicious.


I'm the original poster, and yeah, I read the recent much bigger post about rust game development, and it linked to this engine, so I followed the link and checked this engine out, and it seemed really cool and like at least partially and actually relevant solution to the problems being discussed in the other thread, as well as criminally underrated in comparison to the hype around bevy, or even amethyst, so I decided to post it. I would have done so even if I wasn't getting any points from it! :D




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