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Diff for: content/news/050/index.md

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title = "This Month in Rust GameDev #50 - April 2024"
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transparent = true
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date = 2024-05-03
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draft = true
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draft = false
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+++
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<!-- no toc -->
@@ -33,39 +33,44 @@ Feel free to send PRs about your own projects!
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- [Game Updates](#game-updates)
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- [Engine Updates](#engine-updates)
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- [Learning Material Updates](#learning-material-updates)
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- [Tooling Updates](#tooling-updates)
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- [Library Updates](#library-updates)
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- [Popular Workgroup Issues in GitHub](#popular-workgroup-issues-in-github)
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- [Other News](#other-news)
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- [Meeting Minutes](#meeting-minutes)
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- [Discussions](#discussions)
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- [Requests for Contribution](#requests-for-contribution)
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- [Jobs](#jobs)
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- [Bonus](#bonus)
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<!--
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Ideal section structure is:
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## Announcements
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```
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### [Title]
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*Please fill out [this survey][survey] before skipping this section! More info below!*
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![image/GIF description](image link)
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_image caption_
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Hey everyone, it's been a while! As you've certainly noticed, the newsletter has
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been on hiatus for a while. The reason was mostly maintainer burnout, which is also
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why the newsletter of August 2023 was not published [until a few days
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ago][august-news].
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A paragraph or two with a summary and [useful links].
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We're back now though! A couple of community members, Jan Hohenheim
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([@janhohenheim]) and Thierry Berger ([@Vrixyz]), have led the revival of the
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newsletter. This includes making changes requested by the community, and
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improving sustainability for the long term.
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_Discussions:
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[/r/rust](https://reddit.com/r/rust/todo),
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[twitter](https://twitter.com/todo/status/123456)_
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You can read more about the changes being made in [this blog
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post][newsletter-changes-blog].
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[Title]: https://first.link
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[useful links]: https://other.link
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```
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### Community Survey
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If needed, a section can be split into subsections with a "------" delimiter.
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-->
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This restructuring is also a good time to improve the content of the newsletter.
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We've got some community feedback on the [Rust GameDev Discord][Discord] already
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and would like to hear more from you. It would be great if you could fill out
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[this survey][survey] to let us know how we can improve the newsletter going
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forward. The survey closes on the **28th of May**. We will be evaluating the
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[survey] results in an upcoming blog post, so stay tuned for that.
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That's all for now. Have fun reading!
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## Announcements
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[august-news]: https://gamedev.rs/news/049/
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[newsletter-changes-blog]: https://gamedev.rs/blog/newsletter-changes/
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[@janhohenheim]: https://github.com/janhohenheim
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[@Vrixyz]: https://github.com/Vrixyz
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[survey]: https://forms.gle/oeSb46twWsxRKYJe7
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[Discord]: https://discord.gg/game-development-in-rust-676678179678715904
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## Game Updates
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[Way of Rhea][wor] just got a release date: it will be coming to Steam on
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**May 20th, 2024**!
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Way of Rhea is a color based puzzle game with difficult puzzles, but forgiving
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Way of Rhea ([Steam](https://store.steampowered.com/app/1110620/Way_of_Rhea/)) is a color-based puzzle game with difficult puzzles, but forgiving
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mechanics being developed by [@masonremaley] in a custom Rust engine.
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You can support development by [wishlisting Way of Rhea on Steam][wor], or
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[signing up for the mailing list][wor-mail].
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Recent updates:
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- A [closed beta][wor-closed-beta] began
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- All characters now have voices
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- A [reset button][wor-reset] was added for when undo is inconvenient
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- Speech bubbles now [identify the speaker][wor-speech-bubble]
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- Orbs now are shown with an "xray" effect so they are visible even when behind scenery
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- Older CPUs without AVX support are [now supported][wor-avx]
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- Various [speedrunning features][wor-speedrun] were added
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- Secrets were made harder
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- An [in game achievement UI][wor-achievements] was created
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- An [in game Jukebox UI][wor-jukebox] was created
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- For more updates, see the [release notes on Steam][wor-release-notes]...
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Recently, a [closed beta][wor-closed-beta] began. All characters now have voices, and various [speedrunning features][wor-speedrun] were added.
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Older CPUs are [now supported][wor-avx].
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Secrets were made harder, and an [in-game achievement UI][wor-achievements] was created.
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For the full changelog, see the [release notes][wor-release-notes].
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[@masonremaley]: https://twitter.com/masonremaley
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[wor]: https://store.steampowered.com/app/1110620/Way_of_Rhea/?utm_campaign=tmirgd&utm_source=n50
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[wor-trailer]: https://youtu.be/vFsO436r2Pw
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[wor-closed-beta]: https://store.steampowered.com/news/app/1110620/view/7665759271877780609
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[wor-reset]: https://clan.cloudflare.steamstatic.com/images//35599024/49e8760118b7b18e3b230ba3a3a28179c4b0e526.png
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[wor-speech-bubble]: https://clan.cloudflare.steamstatic.com/images//35599024/5f63bca0a4258a26e77ac40b3d2a75f197304dcb.png
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[wor-avx]: https://store.steampowered.com/news/app/1110620/view/4118050466869150657
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[wor-speedrun]: https://clan.cloudflare.steamstatic.com/images//35599024/6ee82d4e0105f073082c83626e37933e682b5936.png
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[wor-achievements]: https://clan.cloudflare.steamstatic.com/images//35599024/573f81c1ebce54d9efedcd693fcbe684a5629c7f.png
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[wor-jukebox]: https://clan.cloudflare.steamstatic.com/images//35599024/b21c4b8ce5fa9cca7c6c1967ec5ffe169d8f1cb2.png
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[wor-mail]: https://anthropicstudios.com/newsletter/signup/tech
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[wor-release-notes]: https://store.steampowered.com/news/app/1110620
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[wor-avx]: https://store.steampowered.com/news/app/1110620/view/4118050466869150657
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[wor-achievements]: https://clan.cloudflare.steamstatic.com/images//35599024/573f81c1ebce54d9efedcd693fcbe684a5629c7f.png
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### [SM64JSARCHIVE][sm64jsarchive]
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![Super Mario 64 JavaScript](sm64jsarchive.jpg)
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[SM64JSARCHIVE][sm64jsarchive] is an actively maintained fork of [sm64js]: a decompilation project of Super Mario 64 to javaScript.
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Its source code is available on [GitHub][sm64jsarchive-github]
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The [backend server][sm64jsarchive-server] has been finally been able to start after 10 long months
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and is now live to <https://mmo.sm64jsarchive.com>
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The newest updates have been:
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- Working MMO
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- More stable changes to the games client
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[SM64JSARCHIVE][sm64jsarchive] is an actively maintained fork of [sm64js]: a decompilation project of Super Mario 64 to JavaScript.
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The code is open-sourced on [GitHub][sm64jsarchive-github].
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A stress test is scheduled for 2024-04-10 12:25 CST and everyone is invited!
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The [backend server][sm64jsarchive-server], which is written in Rust,
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has finally been able to start after 10 long months
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and is now live at <https://mmo.sm64jsarchive.com>
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Note: if you have a laggy computer or the page does not load within 10-20 minutes then please try refreshing.
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A successful stress test for the MMO feature was run on April 10th.
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[sm64jsarchive]: https://mmo.sm64jsarchive.com
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[sm64jsarchive-github]: https://github.com/uuphoria2/sm64jsarchive
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![OpenCombat: demo available soon](OpenCombat202404.jpg)
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_Official demo available soon_
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Open Combat ([Website][OpenCombat_website], [GitHub][OpenCombat_github],
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[Discord][OpenCombat_discord]) is a real-time tactical game
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Open Combat ([GitHub][OpenCombat_github], [Discord][OpenCombat_discord]) is a real-time tactical game
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which takes place during World War II.
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Some major changes since last news!
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The basic game logic and HUD are now complete,
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and the high-definition map for the demo is finished.
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- Basic HUD is now complete
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- High definition map finished for the demo
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- Basic game logic finished
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The game demo is almost finished.
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Some things are missing like soldier high definition assets, or minimal AI for opponent.
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But the demo is playable and we need some alpha players to make feedbacks 🎮 !
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You can find game binaries on the [Github page][OpenCombat_release].
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Please come and see us on the [Discord][OpenCombat_discord] to make your feedback !
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Some things are missing, like high-definition assets for soldiers or minimal AI for opponents.
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But the [demo is playable][OpenCombat_release] and the team would love to hear your feedback!
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[OpenCombat_website]: https://opencombat.bux.fr/
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[OpenCombat_github]: https://github.com/buxx/OpenCombat
@@ -162,17 +144,13 @@ Please come and see us on the [Discord][OpenCombat_discord] to make your feedbac
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![Times of Progress: an isometric city builder game set during the industrial revolution](times_of_progress.jpg)
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Times of Progress ([Steam][times-of-progress-steam]) is an upcoming city builder game set during the industrial revolution.
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Times of Progress ([Steam][times-of-progress-steam], [Twitter/X][times-of-progress-twitter], [Mastodon][times-of-progress-mastodon])
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is an upcoming city builder game set during the industrial revolution.
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During the month of April:
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- The orders systems (how buildings request resources from other buildings) has been refactored to improve performance and make better use of the ECS.
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- Lots of UI widgets have been developed, in particular those related to showing stats about currently hovered and selected building,
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as well as during building placement.
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In April, they added lots of UI widgets and improved performance by refactoring the orders system.
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The demo is not available yet but interested players can sign up for the upcoming closed beta by joining the [newsletter][times-of-progress-newsletter].
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More GIFs and progress updates are available on [Twitter][times-of-progress-twitter] and [Mastodon][times-of-progress-mastodon].
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[times-of-progress-steam]: https://store.steampowered.com/app/2628450/Times_of_Progress/
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[times-of-progress-newsletter]: https://subscribepage.io/pressingthumbs
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[times-of-progress-twitter]: https://twitter.com/ElmoSampedro
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The player has limited inventory capacity and the weapons get damaged
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after each use. There are 20 randomly generated levels to beat.
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It is available on desktop (Windows / Linux), Android and Web (mobile friendly).
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The game is [open-sourced][monk-tower-github]) - together with a custom WGPU-based 2d framework.
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It is available on desktop (Windows / Linux), Android, and Web (mobile friendly).
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The game's source code also comes with a custom WGPU-based 2D framework.
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_Discussions: ([/r/roguelikes][monk-tower-reddit])_
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![You are Merlin screenshot](you-are-merlin.png)
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You are Merlin ([Web Game][you-are-merlin-web], [GitHub - Rust/CLI][you-are-merlin-github], [GitHub - WASM][you-are-merlin-www-github]) by @hseager
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You are Merlin ([Web Game][you-are-merlin-web], [GitHub - Rust/CLI][you-are-merlin-github], [GitHub - WASM][you-are-merlin-www-github]) by [@hseager](https://github.com/hseager)
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is a text adventure game that compiles to both CLI and WebAssembly.
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This initial version features a main quest, side quests, items and a boss fight.
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Players can choose their favourite theme such as Zelda, Warcraft and Fallout.
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With the web version, players can select their prefered input method of buttons or keyboard and fully works on mobile.
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This initial version features a main quest, side quests, items, and a boss fight.
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Players can choose their favourite visual theme such as Zelda, Warcraft, and Fallout. The web version also supports mobile devices.
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Although fairly simple, this first version provides a good foundation for building more features in later updates.
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_Discussions: ([Reddit post][you-are-merlin-reddit-post])_
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_Discussions: ([/r/rust_gamedev][you-are-merlin-reddit-post])_
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[you-are-merlin-web]: https://hseager.github.io/you-are-merlin-www/
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[you-are-merlin-github]: https://github.com/hseager/you-are-merlin
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[you-are-merlin-www-github]: https://github.com/hseager/you-are-merlin-www
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[you-are-merlin-reddit-post]: https://old.reddit.com/r/rust_gamedev/comments/1c9k1kb/you_are_merlin_a_text_adventure_game/
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[you-are-merlin-reddit-post]: https://www.reddit.com/r/rust_gamedev/comments/1c9k1kb/you_are_merlin_a_text_adventure_game/
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### [Jumpy]
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[Spicy Lobster][spicy_lobster] is a pixel-style, tactical 2D shooter with a fishy
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theme.
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This month the base functionality of round scoring and map transitions have been implemented.
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New weapons such as the Blunderbuss, Periscope, and Machine Gun are ready for fish on fish combat.
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This month the base functionalities of round scoring and map transitions have been implemented.
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New weapons such as the Blunderbuss, Periscope, and Machine Gun are ready for fish-on-fish combat.
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Jumpy is now featuring corpse physics and a "ragdoll" button to send your Fish [flopping about][jumpy_ragdoll].
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## Engine Updates
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### Bottomless-Pit 0.3.1
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![The Bottomles-Pit Logo. A small hole in the ground with cat ears and text saying bottomless-pit](https://eggshark.dev/images/bplogo.png)
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### Bottomless-Pit 0.3
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![The Bottomles-Pit Logo. A small hole in the ground with cat ears and text saying bottomless-pit](https://eggshark.dev/images/bplogo.png)
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Bottomless-Pit is a 2d game engine written with WGPU that has been around for a year, which can be found on [crates.io][Bottomless-Pit_cratesio] and [GitHub][Bottomless-Pit_github].
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Very recently a 2d camera was added as well as WASM and web support.
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Current development is being focused on stability and QoL changes like texture sampling options and improved input.
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You can checkout several engine examples on the web [here][Bottomless-Pit_Website].
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You can check out several [engine examples on the web][Bottomless-Pit_Website].
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Since the engine is in its infancy, its developer calls for developers to use it and give the engine some feedback.
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Current features are:
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### Building games for Android with Rust
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@maciekglowka has recently shared some thoughts about building Rust games
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[@maciekglowka] has recently shared some thoughts [on their blog][android-games-blog] about building Rust games
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for Android. Rather than a step-by-step guide, it is a collection
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of issues one can possibly encounter when targeting Android.
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- System UI hiding via jni and Android API
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- Building AAB files to meet Google Play requirements
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[Blog post link][android-games-blog]
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[android-games-blog]: https://maciejglowka.com/blog/building-games-for-android-with-rust/
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[@maciekglowka]: https://github.com/maciekglowka
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### Bevy: A case study in ergonomic Rust
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[Chris Biscardi][chris-yt] was at RustNation UK recently and gave talk on Bevy's
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Rusty ergonomics titled [Bevy: A case study in ergonomic Rust][case-study-video].
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In their own words:
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> There are at least two, if not three, talks worth of material around how Bevy
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> progressively discloses complexity across multiple "stacks" of APIs; and the
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> work done so far is very impressive in terms of how it all fits together,
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> especially as a large-and-growing OSS project.
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[chris-yt]: https://www.youtube.com/c/chrisbiscardi
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[case-study-video]: https://www.youtube.com/watch?v=CnoDOc6ML0Y
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## Tooling Updates
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### Reactivity in Bevy: From the Bottom Up
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[Talin][talin] wrote a three-part series on ["Reactivity in Bevy: From the Bottom Up"][reactivity-blog],
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which describes the workings of `bevy_reactor`, an experimental, work-in-progress framework for doing reactive programming within Bevy.
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[reactivity-blog]: https://machinewords.hashnode.dev/reactivity-in-bevy-from-the-bottom-up-part-1
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[talin]: https://dreamertalin.medium.com/
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## Library Updates
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### Jolt Bindings
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[Lucian Greathouse][lucien] has published their [Jolt][jolt] bindings for Rust. Jolt is a C++ physics engine you might know from its use in Horizon: Forbidden West.
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Lucian has previously worked on [JoltC][joltc], a C API for Jolt, which this project uses in the background.
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The bindings work can be found on the [just-rust GitHub repo][jolt-rust] GitHub repository and come in two flavors:
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- `joltc-sys`: Unsafe bindings to the C API
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- `rolt`: Ergonomic and safe Rust API
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[lucien]: https://lpg.space/
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[jolt]: https://github.com/jrouwe/JoltPhysics
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[jolt-rust]: https://github.com/SecondHalfGames/jolt-rust
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[joltc]: https://github.com/SecondHalfGames/JoltC
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### Hexx 0.17
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Hexx, the popular crate for hexagonal tools, [has released version 0.17](https://github.com/ManevilleF/hexx/releases/tag/0.17.0).
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This release has a strong focus on performance:
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- Large performance improvement on various computations like rings and wedges
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- Add support for optimized storage for hexagonal and rhombus-shaped maps
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- Added support for rectiline path
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And utility:
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- Added a 13th example showcasing all natively supported shapes
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- Removed confusing items
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### [Lightyear 0.13][lightyear_website]
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[lightyear_website] is a comprehensive networking library for bevy to make multiplayer games.
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It comes with multiple types of transports (WebTransport, WebSocket, UDP, etc.)
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and supports replication techniques like client-side prediction, server interpolation, interest management and more!
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and supports replication techniques like client-side prediction, server interpolation, interest management, and more!
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Check out the [examples][lightyear_examples]!
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The latest release, [0.13][lightyear_release], brings two big new features:
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- **Steam support**: you can now use the Steamworks SDK as your transport layer, which lets you use the Valve network!
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Note that lightyear supports running multiple transports in parallel, so it's possible to have cross-play between steam and non-steam users.
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Note that lightyear supports running multiple transports in parallel, so it's possible to have cross-play between Steam and non-Steam users.
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- **Listen-server mode**: it is now possible to run a server and a client in the same process/bevy app.
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This can be useful to avoid the costs of a dedicated server, or to have a similar codebase between singleplayer and multiplayer.
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[lightyear_release]: https://github.com/cBournhonesque/lightyear/releases/tag/0.13.0
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[lightyear_examples]: https://github.com/cBournhonesque/lightyear/tree/main/examples
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## Popular Workgroup Issues in GitHub
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<!-- Up to 10 links to interesting issues -->
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## Other News
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<!-- One-liners for plan items that haven't got their own sections. -->
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## Meeting Minutes
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<!-- Up to 10 most important notes + a link to the full details -->
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[See all meeting issues][label_meeting] including full text notes
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or [join the next meeting][join].
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[label_meeting]: https://github.com/rust-gamedev/wg/issues?q=label%3Ameeting
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- Alice I. Cecile of the Bevy Foundation would like to collect community feedback
339+
on game development in Rust. Please fill out [her survey](https://forms.gle/kLzv5Ww3U8dLGUHU8)!
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## Discussions
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<!-- Links to handpicked reddit/twitter/urlo/etc threads that provide
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useful information -->
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## Requests for Contribution
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<!-- Links to "good first issue"-labels or direct links to specific tasks -->
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## Jobs
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<!-- An optional section for new jobs related to Rust gamedev -->
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## Bonus
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LogLog games has published a [very well-written blog post](https://loglog.games/blog/leaving-rust-gamedev/) about their reasons to leave Rust gamedev.
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It talks about shortcomings in Rust as a language in general and as a game development tool in particular.
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Some insights into the limitations of ECS are also provided. Some interesting community discussions have been sparked by this post:
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<!-- Bonus section to make the newsletter more interesting
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and highlight events from the past. -->
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- [Hacker News](https://news.ycombinator.com/item?id=40172033)
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- [/r/gamedev](https://www.reddit.com/r/gamedev/comments/1ceipzc/leaving_rust_gamedev_after_3_years_blog_post_by/)
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- [/r/rust](https://www.reddit.com/r/rust/comments/1cdqdsi/lessons_learned_after_3_years_of_fulltime_rust/)
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------
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