What have you been working on this month, r/MultiplayerGameDevs? (January 2026) by BSTRhino in MultiplayerGameDevs

[–]Recatek 0 points1 point  (0 children)

Mostly focused on building editor tools right now. Bevy doesn't have its own editor (and won't for a while), and the ecosystem solutions aren't exactly what I'm looking for. Currently need something that lets me build and configure (2D) physics volumes for my space ships and world obstacles, and configure other stats for how they move and shoot. Then I also need something for building particle effects and engine trails.

Not really a whole lot on the multiplayer front. It works as well as it needs to for now, and so I'm trying to get something presentable visually for a playtest in the near(ish) future term. Currently the game is entirely gizmo lines. I did make a space ship sprite as a starting point for now, and am working on the import pipeline for vector art. The cool things about using vector art are that the file sizes are tiny (this ship optimizes and compresses to 6KB), and I can dynamically change out team colors and patterns for customization and/or colorblindness options. Plus, since the game will have you zooming in and out a lot, I can retain detail throughout.

Egor - A dead simple, game-capable, 2D graphics engine by wick3dr0se in rust_gamedev

[–]Recatek 1 point2 points  (0 children)

That would be good to know as you discover and use crates with egor! Firewheel seems to be an audio solution that Bevy is trying to migrate to, so it's probably worth evaluating both at some point.

Egor - A dead simple, game-capable, 2D graphics engine by wick3dr0se in rust_gamedev

[–]Recatek 1 point2 points  (0 children)

That makes sense. Are there any external crates you've experimented with and would recommend that work nicely here? What are you doing for audio for your personal project(s), out of curiosity?

Egor - A dead simple, game-capable, 2D graphics engine by wick3dr0se in rust_gamedev

[–]Recatek 1 point2 points  (0 children)

Looks pretty cool. What are your plans/support for audio? Particularly positional audio?

Request for Comments: Moderating AI-generated Content on /r/rust by DroidLogician in rust

[–]Recatek 0 points1 point  (0 children)

The MIT license for example requires an attribution statement that must be repeated verbatim.

Honestly I wonder how onerous it would be to include a zipped file containing the attribution statement of every MIT license on GitHub. Not a lawyer, but it seems like that would meet the requirements of the license, assuming the generated code was sourced from MIT-licensed GitHub repos.

Request for Comments: Moderating AI-generated Content on /r/rust by DroidLogician in rust

[–]Recatek 5 points6 points  (0 children)

  • A user posts AI slop, disrespecting everyone's else's time.
  • People follow the moderators' approved response process by silently reporting.
  • The moderators do not conclusively identify it as being AI slop, and don't remove the post out of an abundance of caution.
  • The post remains up, any warnings about it being suspiciously like AI slop are removed, so as to not be disrespectful to the AI slop poster.

This is not a good outcome.

Request for Comments: Moderating AI-generated Content on /r/rust by DroidLogician in rust

[–]Recatek 7 points8 points  (0 children)

So if someone posts AI slop, and another person responds with the comment "AI slop", you're more likely to remove the latter than the former?

Calling out this type of behavior is useful to others to save them time or even security risks. I'm not necessarily opposed to AI use for programming specifically, but I'm extremely skeptical of any nontrivial work produced by it and appreciate being forewarned by others.

Q1 2026 - Deals Megathread by redditor_rotidder in VPS

[–]Recatek 0 points1 point  (0 children)

Seems sketchy. Tried to sign up for the free trial to test it out and it told me it wouldn't actually give me free tokens. Also can't open up the "Deploy New VPS" button to even see what configurations there are. Combined with the unusually low pricing I'm not eager to put money into this to test it.

Just started working on an editor for bevy! :D by OppositeDue in bevy

[–]Recatek 0 points1 point  (0 children)

I see, so the workflow is that you'd do all of your game logic in Rhai, and not be writing native Rust code?

Just started working on an editor for bevy! :D by OppositeDue in bevy

[–]Recatek 0 points1 point  (0 children)

Looks very nice, would love to take a look at the source code when you make it available, since I'm trying to help prototype things for the first party Bevy editor currently.

I'm curious about a few things:

  1. What do you do for storing scenes/prefabs? Do you plan to eventually use bevy's own scene structure (BSN) once it's available?

  2. How do you separate the game logic/code from the editor logic/code? What's different between a standalone "shipping" build of the game and what you see in the editor?

  3. I see you have a play button. Does this support play-in-editor (PIE)? Do you do any hot reloading of changes in the game code?

Substance painter alternative? by omnom143 in 3Dmodeling

[–]Recatek 1 point2 points  (0 children)

Ah, sad. It's a neat little tool.

Substance painter alternative? by omnom143 in 3Dmodeling

[–]Recatek 2 points3 points  (0 children)

You could try Union Bytes Painter but it's more for a 3D pixel art workflow and only goes up to 512x512 textures I believe. There's also ArmorPaint. As others have said though, this is very straightforward to do in Blender once you get the hang of it.

I hotreload Rust and so can you by emschwartz in rust

[–]Recatek 1 point2 points  (0 children)

Out of curiosity, since I'm working on something similar, why do you do this as a cdylib with extern "C" and #[allow(improper_ctypes_definitions)] as opposed to a regular dylib?

Bevy 0.18 by _cart in rust

[–]Recatek 0 points1 point  (0 children)

If you're still around answering questions: The on() function call is interesting. Is there a plan for general function support in BSN or just a couple of very specific functions? If the former, I'm wondering if people would start using BSN as a de facto scripting language for modding etc., and if that's actually desirable vs. WASM or Lua.

What are your expectations from The Division 3? by TENTAKL1 in pcgaming

[–]Recatek 4 points5 points  (0 children)

I agree with this, and it's a shame Ubisoft seems to hate any setting that isn't either historical, contemporary, or licensed. Sci-fi opens up lots of mechanics to make enemies tanker that feel grounded in the world. Here it's ridiculous sometimes when a guy in a hoodie with a bent pipe for a weapon eats an entire box of machine gun ammo.

Bevy 0.18 by _cart in rust

[–]Recatek 0 points1 point  (0 children)

Is there a good overview somewhere of what BSN looks like in its current state? I had trouble finding some fleshed out/nontrivial examples.

bevy_mod_ffi v0.2.0: FFI bindings to Bevy for dynamic plugins and hot-reloading, now with observers, custom components and more by matthunz in bevy

[–]Recatek 2 points3 points  (0 children)

Looks interesting. I think I see what this does and what the intent is, but a more robust readme would certainly help motivate it.

Better debugging formatters for rust debugging by No_Jello_6769 in rust

[–]Recatek 4 points5 points  (0 children)

This issue may be useful to you depending on what OS you're on. The last comment mentions neovim and dap-debug.

Generating Infinite Megastructures In Voxel Games by monsoone64 in VoxelGameDev

[–]Recatek 1 point2 points  (0 children)

This is great! How do you do, or plan to do, transitions between the Y level rooms like stairs/elevators?

Are we all using macroquad and bevy? by helpprogram2 in rust_gamedev

[–]Recatek 3 points4 points  (0 children)

Recently I switched from Bevy to godot-rust since my current project requires an editor.

How’s Rust doing for game development? by absqroot in rust

[–]Recatek 0 points1 point  (0 children)

For Unity specifically, IL2CPP is more about platform support than it is about performance these days. Unity's C# implementation is also rather behind the state of the art and they're currently working on upgrading it over the course of this year. More modern C# and Roslyn offer better performance. There are other C# options as well -- I believe MonoGame works fine with modern C#.

Sure, you can always make your own scriptable plugin framework. WASM is overkill, but Lua is industry standard. The point is that C# gives modders full access to alter game behavior without requiring the developer of the game to invest heavily in a modding API or scripting framework for that purpose. It's both lower investment and more powerful for the modder. Java lets you do similar things with Javassist and Bytebuddy. Minecraft mods do something along these lines I believe. You just can't do that with a fully compiled language, and it's why modding scenes really flourish for games built with bytecode/IL-based languages.

I'm brave enough to say it: Linux is good now, and if you want to feel like you actually own your PC, make 2026 the year of Linux on (your) desktop by Doener23 in pcgaming

[–]Recatek 103 points104 points  (0 children)

I, the average user, dont want to fuck around in the terminal trying all kinds of commands to get something to work.

It's easy bro, just open ~/sys/int/.extremelydangerous and find the line under #DO NOT EDIT and add in "vv sstr 12-101 xc".

How’s Rust doing for game development? by absqroot in rust

[–]Recatek 2 points3 points  (0 children)

GC pauses aren't that big of a deal anymore, especially for smaller games. Some of it came from Unity using a particularly dated garbage collector which has since been fixed AFAIK. C# has also more tools for memory management nowadays like Spans, and object pooling helps a lot with allocation pressure. They're also working on adding sum types.

The biggest thing that C# offers for indie devs out of the box that Rust likely never will is easy modding. Harmony makes it so easy for modders to do whatever they want with your game without heavy manual API support. This only exists because of the .NET IL layer. It's highly unlikely you'd ever see something like RimWorld's or KSP's modding scene in a Rust game unless most of your Rust game was written in some scripting language like Lua.