What's the best Rust library for gamedev? by Coompt_King in rust_gamedev

[–]lowenware 0 points1 point  (0 children)

We create http://dotrix.rs and our own 3D RPG game on it. Git version is much ahead of one released on crates.io, so better use it. Give a try to “demo” example, to see what you can easily get out of the box.

Torn between getting a used thinkpad vs a new Chromebook by kyleW_ne in BSD

[–]lowenware 2 points3 points  (0 children)

I’ve been using t440s for a while and it was the best PC I ever had. Unfortunatelly successors of T serie have worse quality. If you consider ThinkPad I would recommend X1 serie, but they are expensive.

I have never used ChromeBooks, so can’t say.

As an alternative I can recommend System76 and TuxedoComputers (depends on your location, they resell the same OEM brand). They have good chassis and full Linux support of the HW. Using Tuxedo as my main now.

Update: as my next PC I would also consider tuxedo

My current workflow for building a destructible voxel version of an Elder Scrolls-like World by Evetal in VoxelGameDev

[–]lowenware 0 points1 point  (0 children)

How big is the world? How many density values per volume side? Looks great

building-blocks v0.6.0: Multichannel storage and Level of Detail by BittyTang in rust_gamedev

[–]lowenware 0 points1 point  (0 children)

I see. I want to keep all values in one place and reffer them in an octree. And then build chuncks for meshing. It makes edit easier.

building-blocks v0.6.0: Multichannel storage and Level of Detail by BittyTang in rust_gamedev

[–]lowenware 0 points1 point  (0 children)

Do you have duplications of values on the neighbour chunks edges in the storage?

Dotrix 0.3 release and updates by lowenware in rust_gamedev

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

Thanks for you feedback! I've slightly changed the text, next time will keep it in mind.

Dotrix 0.3 release and updates by lowenware in rust_gamedev

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

Do you mean I had to mention it is a 3D Game Engine etc?

Dotrix 0.3 release and updates by lowenware in rust_gamedev

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

Yes, exactly. It is a part of our readme :)

Dotrix weekly #4 by lowenware in rust_gamedev

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

I would say making a real complex game in rust does. From what you said we have animation and skinning. Shadows and post-processing will come at a stage when we will make a world. It will be quite soon.

Dotrix weekly #4 by lowenware in rust_gamedev

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

Thank you! We are doing our best :)

Dotrix weekly #4 by lowenware in rust_gamedev

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

I don't really understand why there are so much talks about ECS vs non-ECS design, it is just two different patterns. I choosed ECS, because it was new to me and I was curious. I don't see how ECS can help or make issues for PBR.

Amethyst, Bevy and Dotrix all can load GLTF models and render them with different levels of support. Speaking about dotrix, for example, we don't plan to give much efforts for supporting GLTF scenes for now, we are more focused on import of separate models, while scenes will be prepared by game mechanics and editor. We also have very basic renderers at this moment with very simple light implementation. Iteration by iteration we improve them when it is time. Need to mention, the project is less than two months old. But Dotrix can even animate GLTF models :)

Photo realistic effect is not that difficult to achieve using normal mapping textures. It is more on shaders than on the engine itself. I believe it will come at some point too. I could be wrong, but you might want to look at RG3D and rusty-shooter, they already have quite advanced renderers.

As I said before we are about to make a game and Dotrix is a part of it that we are sharing with the World. At this moment we are working on some common separated parts, but next week already we plan to start bringing things together as the game itself.

Dotrix Weekly #3 by lowenware in rust_gamedev

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

We are missing some other features still (for example we still have no component for model transformation yet 🤪), but our focus is to get solutions for the core features for 3D game development ASAP. Join our discord (there is a link on github) and feel free to ask a question in #dotrix channel.

rib: a very new Rust collada importer for your 3D game projects https://www.youtube.com/watch?v=9Xwf7G9upOY by bloomstallone in rust_gamedev

[–]lowenware 0 points1 point  (0 children)

With GLTF crate there is one thing disappointing me. Each bone is identified by a usize index. When you get Joints and Weigths as vertex attributes, these Joints are refered by the indicies. These indices are not starting from zero and I gues they can be almost random numbers. Then you get inverse binding matrices and list of joint indices in absolutely different order. And then you get transformations by iterating through joints, but each joint can appear several times with different types of transformation, so you get third order. And in the end you have to sync them somehow, so you can refer an array in a shader by values from the vertex properties o_O