+++ title = "This Month in Rust GameDev #53 - July 2024" transparent = true date = 2024-08-03 draft = true +++
Welcome to the 53th issue of the Rust GameDev Workgroup's monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem for anyone wishing to use Rust in their development process! Want to get involved? Join the Rust GameDev working group!
You can follow the newsletter creation process by watching the coordination issues. Want something mentioned in the next newsletter? Send us a pull request. Feel free to send PRs about your own projects!
- Announcements
- Game Updates
- Engine Updates
- Learning Material Updates
- Tooling Updates
- Library Updates
- Popular Workgroup Issues in GitHub
- Other News
- Meeting Minutes
- Discussions
- Requests for Contribution
- Jobs
- Bonus
- Future news
{{ image_figure( alt="Screenshot from Tilers", src="dos-tilers.jpg", caption="Shuffled tiles of a photograph in Tilers. One of the tiles is being moved horizontally.") }}
Tilers (GitHub) by @E_net4 is an open source tile permutation puzzle game, based on the classic 15 puzzle. It was developed specifically for MS-DOS machines, by combining a nightly Rust compiler with the DJGPP toolchain and the custom object converter elf2djgpp.
A playable version on the browser (using an emulator) is available on GitHub and itch.io. The game was also submitted to the DOS Games July 2024 Jam.
{{ image_figure( alt="Bunnymark example", src="chuot.png", caption="Bunnymark example") }}
Chuột (Website, GitHub) by @tversteeg is an AGPL licensed game engine for 2D pixel-art games.
The main goal of the Chuột (Vietnamese for mouse) game engine is to make it easy to create and deploy small FOSS games. The license has been chosen to foster an open community of game development.
The Chuột game engine is standing on the shoulders of giants of the Rust ecosystem, such as winit for window handling and wgpu for drawing graphics.
Recently, version 0.2 has been released, which includes a big rewrite of the internal system and simplifying a lot of the API. Many rough and inconsistent parts have been cleaned up and renamed, resulting in quite a lot of breaking changes. This mainly happened because the developer was still finding a proper direction for the engine. Asset loading has been improved, especially asset hot-reloading, which is now also enabled by defining an external asset source.
Check out the web examples!
{{ video_figure( type="video/mp4", alt="Godot + Rapier logo make up the 'Godot Rapier' logo ; a few balls fall on it, showing off soft physics.", src="godot_rapier.mp4", caption="Godot Rapier showcase") }}
Godot Rapier written by @Ughuuu is a physics plugin for Godot that uses Rapier, a popular physics engine written in Rust.
Godot Rapier was originally written in C++, and is now in the final stage of being completely rewritten in Rust.
Its author wrote an article on Reddit about their experience with the rewrite. Note that in the meantime the web exports have been fixed.
Godot Rapier's website was adopted as a Rapier subdomain at https://godot.rapier.rs/. There you can also find a progress overview.
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