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Copy file name to clipboardexpand all lines: README.md
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## Newsletter Creation Workflow
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* At the beginning of the month, a draft of the newsletter is created
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- At the beginning of the month, a draft of the newsletter is created
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from a [template](./newsletter-template.md).
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* This should be called `index.md`, and placed in a folder named
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- This should be called `index.md`, and placed in a folder named
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`/posts/newsletter-xxx` (where `xxx` is the issue number).
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* During the month PRs with the month's news, meeting notes, etc
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- During the month PRs with the month's news, meeting notes, etc
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are reviewed and merged into the draft.
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* All images should be placed in the same folder as the post.
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* Check the comments in the draft file.
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* At the end of the month, the draft is reviewed as a whole
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- All images should be placed in the same folder as the post.
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- Check the comments in the draft file.
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- At the end of the month, the draft is reviewed as a whole
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and polished if needed.
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* On the first working day of the next month, the final PR
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(that removes `draft = true` from the post's front matter and adds the date) is sent.
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* The link to the newsletter is shared on social networks, etc.
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* A small PR that adds links to Reddit, Twitter, etc discussions
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- On the first working day of the next month, the final PR
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(that removes `draft = true` from the post's front matter and adds the date)
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is sent.
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- The link to the newsletter is shared on social networks, etc.
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- A small PR that adds links to Reddit, Twitter, etc discussions
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(see the comment at the bottom of the draft) is made.
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* A new draft for the next month is created from the template, goto 1.
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- A new draft for the next month is created from the template, goto 1.
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## License
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This project is licensed under either of:
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* Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or
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http://www.apache.org/licenses/LICENSE-2.0)
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* MIT license ([LICENSE-MIT](LICENSE-MIT) or
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http://opensource.org/licenses/MIT)
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- Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or
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<http://www.apache.org/licenses/LICENSE-2.0>)
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- MIT license ([LICENSE-MIT](LICENSE-MIT) or
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<http://opensource.org/licenses/MIT>)
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With the exception of:
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* The [Font Awesome](https://fontawesome.com) social icons, which are used under a [Creative Commons Attribution 4.0 International](https://creativecommons.org/licenses/by/4.0/) license
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* The [OpenMoji](https://openmoji.org) icons used on the homepage, which are used under a [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/) license
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- The [Font Awesome](https://fontawesome.com) social icons, which are used
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under a [Creative Commons Attribution 4.0 International][cc-by-4-0] license
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- The [OpenMoji](https://openmoji.org) icons used on the homepage,
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which are used under
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a [Creative Commons Attribution-ShareAlike 4.0 International][cc-by-sa-4-0] license
Rust's combination of low-level control, excellent performance and modern build tools makes it an exciting choice for game developers. The idea of a working group to support this burgeoning community has been proposed [many](https://internals.rust-lang.org/t/a-working-group-for-rust-game-development/8240/4)[times](https://alexene.dev/2018/11/15/Rust-and-game-development.html) over the years, and we're excited to announce that a group has finally been formed!
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[Our charter](https://github.com/rust-gamedev/wg/blob/master/charter.md) sets out two primary goals:
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* To improve the experience of people using Rust for game development. We want game developers to have a representation in the Rust project. We are a bridge between them and the Rust dev team.
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* To share knowledge and make game engine development more accessible for people that are not engine developers. We know it can be a large and intimidating field when you're just starting out.
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Rust's combination of low-level control, excellent performance
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and modern build tools makes it an exciting choice for game developers.
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The idea of a working group to support this burgeoning community has been proposed
- To improve the experience of people using Rust for game development.
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We want game developers to have a representation in the Rust project.
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We are a bridge between them and the Rust dev team.
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- To share knowledge and make game engine development more accessible
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for people that are not engine developers.
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We know it can be a large and intimidating field when you're just starting out.
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## What have we been up to?
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While the working group is still in its infancy, we've already got several projects underway:
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* The biggest success so far has been the creation of [`raw-window-handle`](https://github.com/rust-windowing/raw-window-handle), a library that provides a common interface that windowing libraries (such as `winit`) can use to talk to graphics libraries (such as `gfx-hal`). [Work is currently ongoing](https://github.com/rust-gamedev/wg/issues/26) to integrate this into various libraries, and once this is complete, it should be a big step towards making the ecosystem more decoupled.
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*[Discussions on how a pure Rust SPIR-V generator could be implemented](https://github.com/rust-gamedev/wg/issues/23) are currently ongoing, with the aim of reducing our reliance on `shaderc`.
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* We're running a [survey](https://users.rust-lang.org/t/survey-from-the-rust-game-development-working-group/31270), to help us understand the ecosystem better and to figure out how we can best serve its needs. If you're currently using Rust for game development, or even if you just have an interest in the idea of it, please give us your thoughts!
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While the working group is still in its infancy,
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we've already got several projects underway:
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- The biggest success so far has been the creation of
a library that provides a common interface that windowing libraries (such as `winit`)
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can use to talk to graphics libraries (such as `gfx-hal`).
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[Work is currently ongoing](https://github.com/rust-gamedev/wg/issues/26)
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to integrate this into various libraries, and once this is complete,
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it should be a big step towards making the ecosystem more decoupled.
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-[Discussions on how a pure Rust SPIR-V generator could be implemented](https://github.com/rust-gamedev/wg/issues/23)
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are currently ongoing, with the aim of reducing our reliance on `shaderc`.
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- We're running a [survey](https://users.rust-lang.org/t/survey-from-the-rust-game-development-working-group/31270),
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to help us understand the ecosystem better and to figure out
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how we can best serve its needs.
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If you're currently using Rust for game development,
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or even if you just have an interest in the idea of it,
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please give us your thoughts!
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## How can I get involved?
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Our main hub for co-ordination is our [Github repository](https://github.com/rust-gamedev/wg), where you can (and should!) raise issues calling out your ideas, proposals or problems with the Rust gamedev ecosystem. We also have a `#wg-gamedev` channel on the [official Rust Discord server](https://discord.gg/j6QJsMd), and get together for [meetings on Google Hangouts every other Wednesday](https://github.com/rust-gamedev/wg#join-the-fun). Come and join us!
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Our main hub for co-ordination is our [Github repository](https://github.com/rust-gamedev/wg),
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where you can (and should!) raise issues calling out your ideas, proposals
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or problems with the Rust gamedev ecosystem.
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We also have a `#wg-gamedev` channel on the [official Rust Discord server](https://discord.gg/j6QJsMd),
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and get together for [meetings on Google Hangouts every other Wednesday](https://github.com/rust-gamedev/wg#join-the-fun).
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Come and join us!
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## What's next?
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We're currently [putting together](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/2) the first installment of a Rust game development newsletter - if you'd like to be notified when this goes live, please subscribe to our [RSS feed](https://rust-gamedev.github.io/feed.xml), or join us on [Discord](https://discord.gg/j6QJsMd)!
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We're currently [putting together](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/2)
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the first installment of a Rust game development newsletter \-
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if you'd like to be notified when this goes live,
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please subscribe to our [RSS feed](https://rust-gamedev.github.io/feed.xml),
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or join us on [Discord](https://discord.gg/j6QJsMd)!
Welcome to the third issue of the Rust GameDev Workgroup’s
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monthly newsletter.
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### [Godot][godot] and Rust
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-["Rendering a 2D game in 3D"](https://medium.com/@recallsingularity/rendering-a-2d-game-in-3d-bd24ddbee6eb) -
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[Tom Leys] is working on a “The Recall Singularity” [Godot][godot]/Rust game
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-["Rendering a 2D game in 3D"](https://medium.com/@recallsingularity/rendering-a-2d-game-in-3d-bd24ddbee6eb)
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\-[Tom Leys] is working on a “The Recall Singularity” [Godot][godot]/Rust game
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about designing autonomous factory ships and stations
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and this month they published
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a post about evolution of the game's rendering.
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character physics, weapon system, cameras, animations system,
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dynamic damage system.
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-["Pong Clone in Godot Using 'gdnative' Rust Bindings"](https://reddit.com/r/godot/comments/dfam0p/i_made_a_pong_clone_in_godot_using_the_gdnative) - [@you-win] couldn't find any full game examples that used [godot-rust] so they made their own \[[source code](https://github.com/you-win/godot-pong-rust)].
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-["Pong Clone in Godot Using 'gdnative' Rust Bindings"](https://reddit.com/r/godot/comments/dfam0p/i_made_a_pong_clone_in_godot_using_the_gdnative)
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\-[@you-win] couldn't find any full game examples that used [godot-rust]
-[specs] and its related repositories [awesome-specs], [hibitset] and [shred]
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were moved to [Amethyst organization]\[[URLO][specs-moved]].
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-[amethyst_physics v0.1.1 was released](https://www.reddit.com/r/rust_gamedev/comments/dm3jsf/amethyst_v011_contacts_events): now it's possible to fetch Rigid body contacts events.
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-[amethyst_physics v0.1.1 was released](https://www.reddit.com/r/rust_gamedev/comments/dm3jsf/amethyst_v011_contacts_events):
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now it's possible to fetch Rigid body contacts events.
Check out the [full release announcement post][ultraviolet-v0-4].
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[@17cupsofcoffee] also posted [a little example][tetra-sound-polling-ex]
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of how you can implement pooling for sound effects
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> This is handy for situations where you don't want more than X instances of the same sound playing at once (e.g. if the player is able to fire a weapon as fast as they can hit a button), etc...
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> This is handy for situations where you don't want more than X instances
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> of the same sound playing at once
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> (e.g. if the player is able to fire a weapon as fast as they can hit a button),
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