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If you guys remember, i was teasing from time to time, that i'm working on some Rust Project in my free time.

Well here it is, i put up a whole bunch of Editor Windows in it, to showcase it a little bit. (It also reminded me, that i need to update the Version to 2024.01).

It's essentially a toolkit, with which i can create all the content, that is later used as a data basis, that is being fed into the Client + Server Combo of the actual Game. My Plan for this year is to go beyond the Editor and create a first version of the Client + Server to be able to playtest the stuff.

And sorry if it kinda sounds like an ad, but i'm more posting it here to show, how nice it actually is to build stuff with rust.

Let me know what you think ^^

Comments
  • 4
    Glad to see that Rust is being used in game dev!
    Do you feel limited by the strictness of Rust or is it actually helpful?

    What‘s the game about? Looks like a space sim.
  • 5
    @Lensflare my goal is to create an experience, that feels like a well combined mix between Space Engineers, (modded) Minecraft, Factorio and Subnautica with some Story and i somewhat started it as an experiment.

    But over the last year, ot actually started to slowly turn into a big deal (atleast for me) so i kept going.

    The roadblocks i hit are honestly rather minor, and rust in itself was immensely helpful in an ever changing code base such as a video game. One drawback i have, is that the libraries being used are usually not quite production ready, which makes me submit bug reports on a regular basis. But i guess that's part of the experience. The libraries i mainly use are bevy (god bless these people) and egui.

    And i have to say, that i just love the combination of rust and an ECS driven game engine like bevy. It just works so well, and i have a great time writing stuff with it. I didn't even realize that the project has racked up over 25k LoC already.
  • 3
    @thebiochemic Sounds awesome!

    I had to look up "ECS driven" and it looks just like what I was looking for my now abandoned project which was also similar to Factorio. I need to read more about that. I did the mistake to heavily use inheritance in the past and now I try to move more and more in the direction of composition over inheritance, which turned out to be great so far.

    Regarding Space Engineers, please avoid to use a speed limit for your ships, as they did in their game with 100 m/s. This destroyed the game for me. :)
  • 2
    @Lensflare yeah i remember that i always used a mod for upping the speed limit haha 🤣

    i see what i can do, because the speed limit is in some sense coupled with the speed i can download/generate/render the world around the player, but ill figure out a way ☺️

    And yeah ECS is quite useful for stuff, where the amount of conponents is manageable, but the amount of objects using these components can get out of hand potentially. Obviously ECS is not the solution to everything, but in my case it works like a charm.
  • 1
    @thebiochemic About to say! Reminds me of space engineers, that's awesome.

    Do ping me somewhere once you want testers.
  • 2
    @Ranchonyx will do ❤️

    On that topic i actually have a Discord server solely for this project. Not sure how i would go about sending you the invite link without spilling the beans here though (i don't want to do that here for... reasons)
  • 1
    @thebiochemic You could DM it to @ranchonyx on discord.
    I don't mind sharing the handle to be honest.
  • 2
    @Lensflare wasn't the speed limit in SE because of the janky physics issues? Did they ever settle the physics down? I have not played SE in years.
  • 1
    I would love to see videos of this project. Are you doing voxels?
  • 1
    @Demolishun i think they could somewhat contain the clang, but never really fix it 😅

    And yeah in principle it's voxels. I built a hierarchical meshing system, that creates the meshes based on their context in the world, that way i have a lot of control in how the blocks look, without being limited by them just being cubes.

    On my discord i have little videos of some stuff of the project. And i can also just demo it, but nothing on YT or so for now.
  • 3
    @Demolishun yes it was a limitation of the physics engine. Sadly the devs couldn’t fix it. There are mods to increase the speed limit but that’s not a solution because they warn you that it is unstable and can cause bugs.
    Also, any other speed limit is still a limit and therefore breaks emersion and is annoying once you hit it.

    This game would be so much more awesome if we could use the normal thrusters to actually fly to the moon and other planets… instead of having the need for FTL jump drives. Of course the distances to other platens would need to be much smaller compared to the real world to be able to reach them within reasonable time but the planets are already not to scale so it wouldn’t be an issue.
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