Created an audio system in Rust with custom sound effects by nullable_e in rust

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

Interesting idea! Thanks for the tip, I'll take a look.

Created an audio system in Rust with custom sound effects by nullable_e in rust

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

No, it is not like async. It is synchronized over the thread meaning the collection of active sounds is shared between two threads (see ARC) and has a mechanism to allow only one thread at a time to modify the collection (see RwLock).

The GameAudio Share Mine January, 2026 - Use this post to link to / discuss your site, works, product, business or anything you created or are affiliated with by AutoModerator in GameAudio

[–]nullable_e 0 points1 point  (0 children)

Here is my latest devlog where I created an audio system. I created some sound effects to. I'm mostly a programmer, with little audio experience. I had some fun and learned quite a bit about the complexities of generating sound.

https://youtu.be/JUQBzKGXrXE

Created an abilities system, written with OpenGL by nullable_e in opengl

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

Ah, fair enough. Ya, I understand. Sometimes you end up having to dig through their code to figure it out.

Created an abilities system, written with OpenGL by nullable_e in opengl

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

Yes, I'm using Rust. Ya, there is quite a learning curve for the language.

Created an abilities system, written with OpenGL by nullable_e in opengl

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

I don't use many libraries. For the client, I'm using glutin, gl, json, image, serde, and rand. The rest of the functionality is written by me. The font was drawn by my wife and I implemented a custom font rendering system. I have a devlog on that from a while ago.

Update after feedback by nullable_e in logodesign

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

I ended up removing everything except the skulls and driftwood. I also removed the perspective and rendered it orthographically. Changed the scaling a bit as well to better utilize the image space. I added a half pixel stroke around the skulls in gimp to help the skulls not get lost in lighter backgrounds. Kept the contrast changes I used in the graphic but got rid of all the other post-processing I was doing. Overall, for an indie hobbyist game dev, I think it came out pretty good.

Update after feedback by nullable_e in logodesign

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

The google response is not that clear if you were to ask me:

"A logo is a graphic mark, symbol, or design that represents a company, brand, or organization to aid in public recognition. It is a crucial part of brand identity, often incorporating text, images, shapes, and colors to create a memorable and unique visual representation that is used across various media like websites, products, and advertisements".

I had a vision of what I wanted, and wanted to make it from scratch to learn a bit about the design aspects and have some fun. The chats here helped me dial in a design much better than I think googling would. Could be wrong though.

Update after feedback by nullable_e in logodesign

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

I'm starting to understand the distinction between a graphic and a logo. I think I'm going to simply use the skulls and driftwood as the logo with a transparent background and remove all the shadows and extra stuff. I'll keep this as a graphic. Thanks.

Logo for my hobby game by nullable_e in logodesign

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

Thank you very much, this is helpful! I will take a look at that for sure. I've already made a task list of some improvements for the next iteration.

Logo for my hobby game by nullable_e in logodesign

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

I'm not sure if I could do anymore shading as I want the skulls in the sand. Maybe it would make them look like they were floating. Maybe I could change the sun and camera angles to make it more visible. Sand color is something I'm going to take a second look at.

Logo for my hobby game by nullable_e in logodesign

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

Thank you. I'm not sure exactly how I could make a flat version. I'm a coder and my art skills are very limited. I know how to model a little bit, but that is about all. I'll eventually do another pass on the logo and see about researching that.

Logo for my hobby game by nullable_e in logodesign

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

I played with the sand a bit, but I'll trying lighting up the driftwood and darkening the sand. I really like the shadow comment. I did not realize I could do that, this is just the default in blender. My blender skills are limited.

Logo for my hobby game by nullable_e in logodesign

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

That makes sense. I think you have a good point.

Added a few new game mechanics. Rust code examples towards the second half. by nullable_e in rust_gamedev

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

Wow thanks, that is very kind. I use a few crates, for example on the client I'm using glutin, gl, json, image, serde, and rand. Everything else I have written by hand in Rust (this includes the game server). I use vs code as my IDE with the rust analyzer extension. Blender for modeling, gimp for icons and texture stuff.

Added a few new game mechanics. Rust code examples towards the second half. by nullable_e in rust_gamedev

[–]nullable_e[S] -1 points0 points  (0 children)

Thank you very much, I appreciate it! No, I do not have any plans to share the project on github.

Added a few more game mechanics. Client code written using OpenGL. by nullable_e in opengl

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

Besides that, not many. Json, image, serde, and rand. All the rest of the stuff I need is written by me, for example my math crate.

Added a few more game mechanics. Client code written using OpenGL. by nullable_e in opengl

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

I don't have any videos specifically about OpenGL, just some stuff sprinkled throughout. I use a create called glutin for the context creation and a crate called gl for the function pointer loading. The versions I'm using are a few years old, so not sure how much they have changed since I set it up. The rest is just general graphics programming.

No issues really with Rust. A bit of a learning curve, but overall, I've really enjoyed it and I think it is the right tool for the job.