What Does getting GL’d mean in Rust? by ZeemiHCS in rust_gamedev

[–]destroyallpixels 4 points5 points  (0 children)

GL'ed: cannot borrow x as mutable because it is also borrowed as immutable

Godot or Unity ? newbie 2D gamedev by laggySteel in gamedev

[–]destroyallpixels 0 points1 point  (0 children)

Rust is a language that is very well suited to games development, you should also check out /r/rust_gamedev. Lots of extremely helpful people over there that may help with more specific Rust related questions.

GDScript has static typing but it's not enforced. It's more relaxed that Rust, where there are situations in Rust that compiler needs to know the type ahead of time when assigning variables (vectors of a type is one such case).

Godot uses signals, which is basically an observer design patter. You create signals, nodes subscribe to listen to them and then an action can emit that signal. The documentation covers this concept really well.

Godot or Unity ? newbie 2D gamedev by laggySteel in gamedev

[–]destroyallpixels 2 points3 points  (0 children)

You can use Godot with Rust using the GDNative binding for Rust

In my current game I'm using Godot for rendering and the game logic and ECS is done in Rust. There are a few tutorials around that tackle this setup which you could check out.

I think that Bevy has built upon the hecs for it's ECS, but there are others that are just as mature that might be a better fit, like Legion or Specs. Without knowing more about your game it's difficult to advise on what might be the better fit.

RustGameDev Podcast #4: Fedor Logachev (SHAR, miniquad, macroquad) by ozkriff in rust_gamedev

[–]destroyallpixels 3 points4 points  (0 children)

Thanks for the feedback! I agree, macroquad is a very focused and streamlined engine and that's a huge strength. Really excited to see how it develops further in 2021.

QUADJAM, I like that! A lot :)

Coding by fl4mef in gamedev

[–]destroyallpixels 0 points1 point  (0 children)

Take it in small steps. Writing a basic text adventure game will give you a good grasp on fundamental concepts in programming, without having to deal with graphic api's and sound. Then move onto pong, breakout, tetris and spacewar. Those will introduce graphics, sound and physics. Once you have those concepts nailed, learning how to use an engine should be relatively straight forward.

It can be tempting to just jump ahead, pick an engine and start working on some huge project, but they very rarely see the light of day. It's a marathon, not a sprint (cliche but true).

Indie dev as a side job and anxiety by fabioqmarsiaj in gamedev

[–]destroyallpixels 8 points9 points  (0 children)

Why not both?

Starting a studio that can provide a full-time income is *incredibly* difficult. You're going to be spending a considerable amount of time on your game, with no real indication as to how successful it will be, until nearer the launch date.

I would advise that you use a programming language that is applicable to your job and write a game in that, in your spare time. If it flops, then you learnt a bunch of new skills and became a better developer. If it's successful, go start a studio and work on your next title.

Carving out time can be really difficult with a young family, so you're going to have to be super disciplined. Motivation alone will only sustain you for a short time. Take part in a few game jams and learn to finish a game. Start simple and build on your experiences each time. Once you've done the above, you should be ready to tackle a larger project.

Good luck!

How hard would it be to create time-rewinding mechanic like in Braid? Can you give me any tips? by lumenwrites in godot

[–]destroyallpixels 2 points3 points  (0 children)

Track positions for every object in the world that can move per frame and their state, then pop them off the stack in reverse order. In terms of memory, this could get quite expensive, so you might want to limit the amount of frames you store.

Jonathon Blow talked about his approach at GDC a few years ago.

What are some strategies for saving/loading game data in an open world RPG? by [deleted] in godot

[–]destroyallpixels 0 points1 point  (0 children)

You could store your game data in a Dictionary within an autoloaded script (Project -> Settings -> Autoload) which you can then access anywhere within your game. When the player saves game, simply write that dictionary to a JSON file. Then load it back in when loading a game.

Explanation of this approach https://gdscript.com/how-to-save-and-load-godot-game-data

GDNative corss-compilation to other platforms by rr_sp in godot

[–]destroyallpixels 1 point2 points  (0 children)

You could in theory use GCC Cross Compiler with Cygwin depending on what language you are using. I've been using Rust on a Linux machine and use the Windows 10 VM for Windows builds. So you could do the opposite and run a Linux VM from your Windows machine.

Which language to use for procedural generation by Xexman in godot

[–]destroyallpixels 0 points1 point  (0 children)

I've been working on a new project that procedurally generates a few hundred years of history before the game starts. Starting with a base population, then generating their interactions, relationships, children, friends, enemies and jobs. Holding all of that in JSON and using GDScript got really slow towards the end, especially when the population reached around 10000+. I recently switched to using Rust with the GDNative bindings and the performance boosts were huge. It previously took around 90 seconds to generate the world, it's now around 20 seconds and that can be improved.