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content/news/026/index.md

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title = "This Month in Rust GameDev #26 - September 2021"
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transparent = true
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date = 2021-10-04
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draft = true
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date = 2021-10-10
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Welcome to the 26th issue of the Rust GameDev Workgroup's
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monthly newsletter.
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[Rust] is a systems language pursuing the trifecta:
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[Rust]: https://rust-lang.org
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[join]: https://github.com/rust-gamedev/wg#join-the-fun
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- [Rust GameDev Podcast](#rust-gamedev-podcast-6)
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- [Rust GameDev Meetup](#rust-gamedev-meetup)
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- [Rust Graphics Meetup \#1](#rust-graphics-meetup-1)
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- [Rust GameDev Podcast \#6](#rust-gamedev-podcast-6)
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- [Game Updates](#game-updates)
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- [Learning Material Updates](#learning-material-updates)
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- [Engine Updates](#engine-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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- [Meeting Minutes](#meeting-minutes)
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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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- [Discussions](#discussions)
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<!--
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Ideal section structure is:
@@ -74,15 +71,11 @@ The ninth Rust Gamedev Meetup happened in September. You can watch the recording
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of the meetup [here on Youtube][gamedev-meetup-video]. The meetups take place on
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the second Saturday every month via the [Rust Gamedev Discord
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server][rust-gamedev-discord] and are also [streamed on
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Twitch][rust-gamedev-twitch]. If you would like to show off what you've been
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working on at the next meetup on [October 9th][rust-meetup-oct-time], fill out
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[this form][gamedev-meetup-form].
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Twitch][rust-gamedev-twitch].
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[gamedev-meetup-form]: https://forms.gle/BS1zCyZaiUFSUHxe6
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[gamedev-meetup-video]: https://youtu.be/TH3AErcNcTY
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[rust-gamedev-discord]: https://discord.gg/yNtPTb2
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[rust-gamedev-twitch]: https://twitch.tv/rustgamedev
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[rust-meetup-oct-time]: https://everytimezone.com/s/aa44ac42
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## Rust Graphics Meetup \#1
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BITGUN ([Steam][bitgun-steam], [Twitter][bitgun-twitter],
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[Discord][bitgun-discord]) by [@LogLogGames][bitgun-twitter] is an action
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roguelike zombie shooter with lots of blood and guns, similar to games like
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Hotline Miami, Nuclear Throne and Heat Signature. The game is built using Godot
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Hotline Miami, Nuclear Throne, and Heat Signature. The game is built using Godot
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and Rust (via [godot-rust][bitgun-godot-rust]).
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They recently re-worked the in-game UI using [egui][bitgun-egui] with
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[Veloren][veloren] is an open world, open-source voxel RPG inspired by Dwarf
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Fortress and Cube World.
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In September, Veloren hosted its larges release party ever! At peak, 181 players
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In September, Veloren hosted its largest release party ever! At peak, 181 players
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were playing on the server together. You can read about all the changes to 0.11
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in [the release blog][veloren-011-release-blog], and be sure to watch the
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[release trailer][veloren-011-trailer]! During the release party, several devs
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Shaderc was replaced with Naga early on in the month. This was the result of
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over a year of work. Hitboxes are in the process of being overhauled to handle
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non-cylidrical targets better. Improvements were made to how the cursor selects
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objects in game. As always, lots of experiemental work is being done to the
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economic system. Cultist raiders were added, which mean that raiding parties
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non-cylindrical targets better. Improvements were made to how the cursor selects
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objects in game. As always, lots of experimental work is being done to the
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economic system. Cultist raiders were added, which means that raiding parties
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will now attack nearby settlements. This is a great example of how the realtime
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simulation is starting to become more visible to players.
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the limitation was "On The Edge".
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Monke Pizza is an online multiplayer monke pizza restaurant simulator. You are
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always on the edge of being fired. That is *if* you work here. Otherwise you are
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always on the edge of being fired. That is *if* you work here. Otherwise, you are
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on the edge of being hired. Because that is how BOSS is bossing.
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Made using [@kuviman]'s own engine [geng].
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![supported platforms](supported_platforms.svg)
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[`good-web-game`] has been released on crates.io, together with [`ggez`] 0.6.1!
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`ggez` is a lightweight cross-platform game framework for making 2D games
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with minimum friction, with an API inspired by Love2D. `good-web-game` is a
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subset of ggez, which is based upon [`miniquad`] and can therefore run natively
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[good-web-game] has been released on crates.io, together with [ggez] 0.6.1!
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ggez is a lightweight cross-platform game framework for making 2D games
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with minimum friction, with an API inspired by Love2D. good-web-game is a
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subset of ggez, which is based upon [miniquad] and can therefore run natively
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on the web, mobile and of course desktop as well.
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`good-web-game` was originally created to run [Zemeroth] on the web. However,
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as Zemeroth switched from using `ggez` to [`macroquad`] the project was
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good-web-game was originally created to run [Zemeroth] on the web. However,
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as Zemeroth switched from using ggez to [macroquad] the project was
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discontinued, until recently. In search of [a new graphics backend for ggez]
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the ggez team now picked up development again and released a massive update,
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updating `good-web-game` for compatability to `ggez` 0.6, expanding its
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updating good-web-game for compatability to ggez 0.6, expanding its
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functionality.
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With only [a single change in boilerplate code] many `ggez` 0.6 games can now be
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directly ported to `good-web-game`. Yet, it's no drop in replacement for `ggez`
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With only [a single change in boilerplate code] many ggez 0.6 games can now be
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directly ported to good-web-game. Yet, it's no drop in replacement for ggez
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as [several key differences remain].
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[good-web-game]: https://github.com/ggez/good-web-game
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[`good-web-game`]: https://github.com/ggez/good-web-game
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[`ggez`]: https://github.com/ggez/ggez
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[`miniquad`]: https://github.com/not-fl3/miniquad
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[ggez]: https://github.com/ggez/ggez
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[miniquad]: https://github.com/not-fl3/miniquad
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[Zemeroth]: https://ozkriff.itch.io/zemeroth
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[`macroquad`]: https://github.com/not-fl3/macroquad/
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[macroquad]: https://github.com/not-fl3/macroquad/
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[a new graphics backend for ggez]: https://github.com/ggez/ggez/issues/962
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[a single change in boilerplate code]: https://github.com/PSteinhaus/PSteinhaus.github.io/blob/main/ggez/web-examples/README.md#ggez-animation-example
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[several key differences remain]: https://github.com/ggez/good-web-game#differences
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Clients send only command queue to the server and server sends game world updates
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to the clients. Engine supports multiple players per client.
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For example players may be added for each active input device.
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For example, players may be added for each active input device.
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To allow wide variety of genres player is not attached to one specific entity
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and may control many.
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In RTS player may control all their units and will send commands for each one.
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Gameplay system that consumes commands doesn't even need to be aware of netcode.
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Either way it just drains command queue of an entity and utilizes them.
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Either way, it just drains command queue of an entity and utilizes them.
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That system must not be run on clients at all.
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[Arcana] is very early work-in-progress and may not always work
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- Physically based rendering (PBR) with metallic workflow.
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- High dynamic range (HDR) rendering pipeline & textures.
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- Custom shaders and materials.
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- Emission maps - allows you defining glowing parts using emission map.
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- Emission maps - allows you to define glowing parts using emission map.
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- Gamma correction, manual/auto exposure, and color grading.
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- Lots of the editor's improvenents: material editor,
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- Lots of the editor's improvements: material editor,
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unified material pipeline for terrains, improved inspector, etc.
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Check out the [blog post][rg3d_0_23_post] or
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The project started out as a part of the [Capstone] game but was separated
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as it grew in scope.
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It uses JSON files for most of its game data and resources specification,
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It uses JSON files for most of its game data and resources specification
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so that games can be created with very little interaction with the Rust code.
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This has the benefit of making the end product very easy to modify,
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both for non-developers involved in the development process, and by end users.
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![borderlands save editor](borderlands-save.png)
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The [Borderlands 3 Save Editor][borderlands-save-github] by [ZakisM] is a tool to
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help you modify your Borderlands 3 Saves and Profiles. Currently it runs on
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Windows, Mac OS and Linux. It supports modifying PC saves as well as decrypted
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PS4 saves (and converting between them). It uses the [iced GUI
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framework][borderlands-iced].
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The [Borderlands 3 Save Editor][borderlands-save-github] by [ZakisM]
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is a tool to help you modify your Borderlands 3 Saves and Profiles
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written using [Iced]. Currently, it runs on Windows, Mac OS and Linux.
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It supports modifying PC saves as well as decrypted PS4 saves
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(and converting between them).
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[ZakisM]: https://github.com/ZakisM
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[borderlands-iced]: https://github.com/iced-rs/iced
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[borderlands-save-github]: https://github.com/ZakisM/bl3_save_edit
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[Iced]: https://github.com/iced-rs/iced
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## Library Updates
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Matchbox consists of:
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- A tiny signalling server, [`matchbox_server`], which acts as a rendezvous
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- A tiny signaling server, [`matchbox_server`], which acts as a rendezvous
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point. It helps peers discover each other and deal with NAT traversal in order
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to establish more direct ways of communication.
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- A crate, [`matchbox_socket`], which handles connecting to a signalling server
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The goal of [Sparsey] is to provide a sparse set-based ECS which fully takes
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advantage of its core data structure. An example of this is component storage
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grouping, a feature which allows getting the best performance possible when
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iterating over queries which match certain patterns described by the user, at
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iterating over queries that match certain patterns described by the user, at
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the cost of a performance penalty when inserting or removing components from
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these storages.
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<!-- Up to 10 links to interesting issues -->
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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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- [rust-gamedev/rust-gamedev.github.io](https://github.com/rust-gamedev/rust-gamedev.github.io):
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- [#636 "Better solution for hosting images (or the site as a whole)?"](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/636);
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- [#785 "Discussions section"](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/785).
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- [rust-gamedev/wg](https://github.com/rust-gamedev/wg):
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- [#90 "Rust on Consoles"](https://github.com/rust-gamedev/wg/issues/90);
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- [#113 "Rust GameDev Community Assets Store"](https://github.com/rust-gamedev/wg/discussions/113);
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- [#115 "Official WG meeting"](https://github.com/rust-gamedev/wg/discussions/115).
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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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## Discussions
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[label_meeting]: https://github.com/rust-gamedev/wg/issues?q=label%3Ameeting
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- [/r/rust_gamedev](https://reddit.com/r/rust_gamedev):
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- ["Is WGSL a good choice?"](https://reddit.com/r/rust_gamedev/comments/pvbv50/is_wgsl_a_good_choice).
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- ["Unity files patent for ECS in game engines that would probably affect
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many Rust ECS crates, including Bevy's"](https://reddit.com/r/rust/comments/pjtpkj/unity_files_patent_for_ecs).
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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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<!-- Bonus section to make the newsletter more interesting
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and highlight events from the past. -->
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<!-- TODO: browse previous newsletter coord-issues and select some cool section
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that wasn't written. -->
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- [Graphite is looking for contributors][graphite-contribute] to help reach
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the 0.1 Alpha release and are participating as a [Hacktoberfest] project.
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- [winit's "difficulty: easy" issues][winit-issues].
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- [Backroll-rs, a new networking library][backroll-rs].
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- [Embark's open issues][embark-open-issues] ([embark.rs]).
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- [wgpu's "help wanted" issues][wgpu-issues].
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- [luminance's "low hanging fruit" issues][luminance-fruits].
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- [ggez's "good first issue" issues][ggez-issues].
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- [Veloren's "beginner" issues][veloren-beginner].
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- [Amethyst's "good first issue" issues][amethyst-issues].
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- [A/B Street's "good first issue" issues][abstreet-issues].
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- [Mun's "good first issue" issues][mun-issues].
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- [SIMple Mechanic's good first issues][simm-issues].
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- [Bevy's "good first issue" issues][bevy-issues].
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[graphite-contribute]: https://github.com/GraphiteEditor/Graphite/issues/202
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[winit-issues]: https://github.com/rust-windowing/winit/issues?q=is%3Aopen+is%3Aissue+label%3A%22difficulty%3A+easy%22
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[backroll-rs]: https://github.com/HouraiTeahouse/backroll-rs/issues
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[embark.rs]: https://embark.rs
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[embark-open-issues]: https://github.com/search?q=user:EmbarkStudios+state:open
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[wgpu-issues]: https://github.com/gfx-rs/wgpu/issues?q=is%3Aissue+is%3Aopen+label%3A%22help+wanted%22
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[luminance-fruits]: https://github.com/phaazon/luminance-rs/issues?q=is%3Aissue+is%3Aopen+label%3A%22low+hanging+fruit%22
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[ggez-issues]: https://github.com/ggez/ggez/labels/%2AGOOD%20FIRST%20ISSUE%2A
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[veloren-beginner]: https://gitlab.com/veloren/veloren/issues?label_name=beginner
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[amethyst-issues]: https://github.com/amethyst/amethyst/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22
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[abstreet-issues]: https://github.com/a-b-street/abstreet/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22
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[mun-issues]: https://github.com/mun-lang/mun/labels/good%20first%20issue
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[simm-issues]: https://github.com/mkhan45/SIMple-Mechanics/labels/good%20first%20issue
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[bevy-issues]: https://github.com/bevyengine/bevy/labels/E-Good-First-Issue
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[Hacktoberfest]: https://hacktoberfest.digitalocean.com/
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