vtheofilis
Death Knight
- Joined
- Dec 11, 2012
- Messages
- 4,546
By registering with us, you'll be able to discuss, share and private message with other members of our community.
SignUp Now!τελικά η Ensemble Studios ήταν Assembly studios? Η Creative Assembly είναι ξάδερφος;
Mark Frost logged onto X and casually dropped a bombshell that lit up two totally different but equally passionate fandoms. “Anybody ever play this?” he tweeted in response to a story about how Nintendo’s Game Boy classic The Legend of Zelda: Link’s Awakening was inspired by Twin Peaks. “I met with them about it and gave them some ideas, never tried it myself.”
This article is in large part inspired by our struggles while working on NANOVOID and Unrelaxing Quacks, as these projects were unburdened by the lack of knowledge of Rust that we had while working on BITGUN initially. These projects also had the benefit of trying most of the Rust gamedev ecosystem on more than one occasion. We tried Bevy at more than one occasion, with BITGUN being the first game we tried to port, and Unrelaxing Quacks being the last. During the two years of developing what would become Comfy the renderer was rewritten from OpenGL to wgpu to OpenGL to wgpu again. At the time of writing this, I've been programming for roughly 20 years, starting with C++, and moving through all sorts of languages, spanning PHP, Java, Ruby, JavaScript, Haskell, Python, Go, C#, and having released a game on Steam in Unity, Unreal Engine 4, and Godot. I'm the type of person who likes to experiment and try all sorts of approaches just to make sure I'm not missing something. Our games may not be the greatest by most measures, but we have thoroughly explored the options available with the hope of finding the most preferrable solution.
I'm saying all of this to dispel any ideas that there wasn't enough effort put into trying Rust, and that the article isn't written from a point of ignorance or not trying the correct approach. The #1 argument I hear people say when someone points out issues with Rust as a language is, jokingly, "you just don't have enough experience to appreciate this". We repeatedly tried both more dynamic and fully static approaches to doing things. We tried pure ECS, and we also tried no ECS.