+++ title = "This Month in Rust GameDev #51 - May 2024" transparent = true date = 2024-06-03 draft = true +++
Welcome to the 51th 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
Way of Rhea: a puzzle game. Available on Steam.
Way of Rhea released on May 20th as part of the Cerebral Puzzle Showcase!
Way of Rhea is a color-based puzzle game with difficult puzzles, but forgiving mechanics developed by Mason Remaley in a custom Rust engine.
You can support development by purchasing Way of Rhea on Steam, or signing up for the mailing list to hear about future games.
Untitled Pixel Wizard Game is a local-multiplayer Noita-like platformer about killing baddies using spells powered by pixel physics.
Over the last few months, the falling sand simulation learned to play (somewhat) nicely with Rapier rigid bodies; see Bridging Physics Worlds and subsequent updates.
This month:
- Tilemapping via LDTK: levels got just a tiny bit prettier.
- Level Progression: players learned to die, and levels link together.
- Architectural Ruminations: reflections on using Rust for game development, prompted by LogLog Games's 'Leaving Rust gamedev after 3 years'.
- Target Practice: the first "enemy" was added to the game.
mirr/orb by syn9 is a puzzle game about bouncing lasers off mirrors to activate orbs.
The game was created in 9 days using syn9's Rust mini game framework (mgfw) and released on May 27th.
This release contains 110 levels which pull from 870 available puzzle layouts.
Shooting a Hammer against a Floating Wall and Destroying part of it
CyberGate Playground is a multiplayer browser game where players claim territory by painting the environment in their color, with the goal of overpowering opponents.
The past few months' updates include:
- Flying with butterfly-like mechanics;
- Fusion Upgrade: Combine hammers, balls, dices, to multiply their powers;
- Hammer destruction made more challenging and interesting, with upgrades enabling deeper wall penetration;
- Improved Strength and Weight system, and calculate their impact on character movement and abilities;
- Added an 'Owned Upgrades' menu using
yakui
crate, giving a neat overview of all acquired upgrades; - Many other UI / gameplay improvements based on player feedback;
Rust's ownership and strongly typed features played a crucial role in allowing the gameplay code to scale to more complex and detailed mechanics while retaining correct, clean, and bug-free code.
CyberGate Playground is a passion project. If you're interested in the game's progress, join the Discord server
"Basic" 3d rendering (gltf helmet)
@Fedor, creator of *Quad, a game engine written in Rust, is starting a This week in Quads newsletter.
Overall polish, developer experience, performance optimization and basic 3d visualization have been worked on.
A small part of the XKCD Machine
Chromakode released a detailed blog post about their implementation of xkcd "Machine".
Machine is written in React/Typescript, and uses Rapier: a physics engine written in Rust.
Bevy meetup youtube extract, showing its 3 participants.
Rustunit has hosted its 3rd unofficial online Bevy Engine meetup on April 19th with the following topics:
- Intro / Code of Conduct
- Julian - Animating 3D Characters with Bevy
- Niklas - Learnings from a Bevy game template
Check out the recording and join the meetup group to get notified of future events.
Bevy meetup youtube extract, showing its 4 participants.
Rustunit has hosted its 4th unofficial online Bevy Engine meetup on May 24th with the following topics:
- Francois - Catching Rendering Regressions on all Platforms
- Lorenz - Hooking into the Bevy Rendering Pipeline
- Jos - Recreating Townscaper using Rust & Bevy
Check out the recording and join the meetup group to get notified of future events.
RustNL happened May 7. & 8. in Delft, Netherlands.
While the conference was not specific to game development, organizers contacted rust game development communities to showcase games developed in Rust between talks, which you can watch on youtube.
Special mention to the following talks, relevant to game development:
- Let's Build High Performance Rust UI by Kevin Boos
- A Research Project on Rust User Interface Architecture by Ralph Levien about Xilem
- (Th)Rust for Space: Initial momentum by Michaël Melchiore, who gave a shout out to Bevy Engine.
See all meeting issues including full text notes or join the next meeting.
That's all news for today, thanks for reading!
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