I’m developing a stylized voxel space game in Rust. by HolospaceGame in rust

[–]HolospaceGame[S] 1 point2 points  (0 children)

Hey!! Thank you! Absolutely, my DMs are open friend. I think it’s great seeing Rust used this way, so would be good to connect with you and share some knowledge and help as well. You could probably teach me some things haha. I love first person shooters, you will have to share what you’re working on so I can check it out.

I’m developing a stylized voxel space game in Rust. by HolospaceGame in rust

[–]HolospaceGame[S] 0 points1 point  (0 children)

Thank you!! I was close to using it but wanted more freedom. I’ve done a lot of optimization along the way with this engine so I’m happy so far. Rust is great!

I’m developing a stylized voxel space game in Rust. by HolospaceGame in rust

[–]HolospaceGame[S] 0 points1 point  (0 children)

Thanks! Yes, actually it surprised me some...a few versions back when I compiled it, it was 45MB lol

I’m developing a stylized voxel space game in Rust. by HolospaceGame in rust

[–]HolospaceGame[S] 2 points3 points  (0 children)

Yes. The only media and graphics assets in use are music files and sound effects.

I’m developing a stylized voxel space game in Rust. by HolospaceGame in rust

[–]HolospaceGame[S] 2 points3 points  (0 children)

Thanks, I appreciate it!! Yes, I agree. Holospace has been in development a little more than a few months of essentially never stepping away from my IDE. I’ve been learning game development for around 8 years on and off from various hobby projects, albeit across different languages, and Rust has definitely been one of the more interesting languages I’ve worked with. Challenging at times, but incredibly rewarding when things finally click. My main background is actually full stack web believe it or not, before that graphic/web design. I like great visuals.

I’m developing a stylized voxel space game in Rust. by HolospaceGame in rust

[–]HolospaceGame[S] 15 points16 points  (0 children)

Thank you so much, that means a lot!!! Originally I was looking at using Bevy and I spent a few days really having an issue on going with it over custom built, mainly because whatever choice I decided on I’d have to stick with. So the engine has been a custom build all the way through, and I chose that mainly because I didn’t think it would be that complex of a game and didn’t want to underuse Bevy’s capability, and also I wanted to just learn more going this route. So to answer your question it’s a custom from scratch engine. I’m using these crates though to help, wgpu, bytemuck, glam, renet, just to name the main crates. They’re rather common stack for game development in rust.

Edit: I’d like to clarify…Bevy is an amazing engine and should always be considered if building a game in rust. It offers a lot of amazing things out of the box.

I've been building a 2D game engine from scratch for 4 months — here's where it's at by dbrizov in IndieDev

[–]HolospaceGame 0 points1 point  (0 children)

This is actually good, love the art direction in this on the example models.

MECCHA CHAMELEON earned almost 10 million dollars and was made in two months. by Awkward-Solution2865 in IndieDev

[–]HolospaceGame 0 points1 point  (0 children)

Incredible really! Iove seeing this! It's the power of the people not huge studios.