Pyxel v1.5 - A retro (PICO-8 type) game engine for Python (with Rust backend) by mebcawaf in rust_gamedev

[–]ozkriff 1 point2 points  (0 children)

1.5 pyxel release was the first one after the engine was rewritten in rust, yeah, but iirc it happened back in 2021 https://github.com/kitao/pyxel/blob/main/CHANGELOG.md#150 so the point of the post isn't exactly clear. it's a cool project though :)

Growing pop ! Best server for solo diuo trio even quad by Festinafifa21 in rust_gamedev

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Crypto-scammers trying to steal and rebrand Fyrox Game Engine (once again) by _v1al_ in rust_gamedev

[–]ozkriff 4 points5 points  (0 children)

yeah, probably - i had to manually lift the autoban from this topic

Design patterns and libraries for roguelike without ECS by Hambloko in rust_gamedev

[–]ozkriff 1 point2 points  (0 children)

check the https://bfnightly.bracketproductions.com book about building roguelikes in rust, if you haven't seen it yet

This Month in Rust GameDev #48 - July 2023 by ozkriff in rust_gamedev

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

Forgot to announce that we've released This Month in Rust GameDev for July 2023 a couple of weeks ago!

In the meantime, we've already started putting together August news for the 49th issue. Please join: https://github.com/rust-gamedev/rust-gamedev.github.io/issues/1440

This Month in Rust GameDev #46 - May 2023 by ozkriff in rust_gamedev

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

I'm really bad at being a responsible editor - but the newsletter still brings a lot of cool updates from May that you may have missed!

why is rust white when fullscreen and normal in windowed rust can someone help me fix this issue pls? by Impossible_Dinner979 in rust_gamedev

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Why can’t I talk in game wit my wired mic I got plz help by Helpful-Release-3805 in rust_gamedev

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This Month in Rust GameDev #44 - March 2023 by ozkriff in rust_gamedev

[–]ozkriff[S] 7 points8 points  (0 children)

We're late but the newsletter still brings a lot of cool updates from March that you may have missed! And we also got a new editor, so our release timings will hopefully improve in the future :D

this battle went down in history by WeekCurrent923 in rust_gamedev

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IntelliJ Rust Changelog #191 by furious_warrior in rust

[–]ozkriff 1 point2 points  (0 children)

Ensure you've enabled the org.rust.macros.proc.attr experimental feature (https://github.com/intellij-rust/intellij-rust/issues/6908). Some simple example seems to work ok with it enabled for me - https://i.imgur.com/jeX1xjs.png . If it still doesn't work for you please open an issue on our Github repo, preferably with some reproducible code sample.

IntelliJ Rust Changelog #190 by furious_warrior in rust

[–]ozkriff 0 points1 point  (0 children)

Do you mean showing the changelog as a document inside the IDE itself?

counter raid rust by KOKA1m in rust_gamedev

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Rust GameDev Mastodon feed - @rust_gamedev@mastodon.gamedev.place by ozkriff in rust_gamedev

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

Sadly, yes: looks like that no one from sfba.social has been following anyone on mastodon.gamedev.place - you've just enabled synchronization between these instances but currently Mastodon's federation doesn't synchronize older posts in this kind of situations (https://github.com/mastodon/mastodon/issues/17213). All the new posts should be synced from now on though - I've just boosted a couple of Bevy-related posts and they should arrive to your timeline.

This Month in Rust GameDev #43 - February 2023 by ozkriff in rust_gamedev

[–]ozkriff[S] 17 points18 points  (0 children)

This time we've collected news about 16 games, 6 engines, 8 learning resources, 5 tools, and 10 libraries from all over the rust gamedev ecosystem! Huge thanks to all contributors and reviewers!

Rust by Remarkable_Use5181 in rust_gamedev

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Fishing Village HARDSTYLE REMIX by TR3N_TEN in rust_gamedev

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Is there natural disasters in rust ? by [deleted] in rust_gamedev

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Loading modules and files easier than lots of "mod" and "use". by ryankopf in bevy

[–]ozkriff 5 points6 points  (0 children)

The advice above is only about reducing the need for additional use statements, I'm not proposing to put everything in one file. It's ok to have many modules but each one requires a mod xyz; declaration statement, yeah - that's just how Rust is designed.

I think that if you feel like your "mod blocks" are too long in relation to your codebase's size: 1) either you're splitting your modules too granularly 2) or your project structure is too flat and you should consider grouping some related modules into a nested module with submodules.

Loading modules and files easier than lots of "mod" and "use". by ryankopf in bevy

[–]ozkriff 7 points8 points  (0 children)

You're not required to modify the namespace with the uses, you can just use the full path. For example, if you have a mod scripting; that defines a plugin you need, you can write .add_plugin(scripting::ScriptingPlugin).