Rust GameDev WG 🦀🎮(@rust_gamedev) 's Twitter Profileg
Rust GameDev WG 🦀🎮

@rust_gamedev

#RustLang #GameDev curated feed, mostly run by @ozkriff. See also https://t.co/rZhm4qcVtp, https://t.co/h8lA73n9ad, https://t.co/1WnUMxqU2b, https://t.co/48ddI9JQJy

ID:1061547053560553474

linkhttps://gamedev.rs calendar_today11-11-2018 09:11:54

4,5K Tweets

8,6K Followers

34 Following

:party-corgi:(@chrisbiscardi) 's Twitter Profile Photo

Upgraded my old dissolve sphere example for Bevy Engine 0.10

With the time moved to globals in 0.9, its mostly just post-processing the output color from the StandardMaterial

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Siebencorgie @siebencorgie@mastodon.gamedev.place(@siebencorgie) 's Twitter Profile Photo

Got *some* DSSDO working utilizing a depth-pre-pass. The sampling could be better, but I'm already happy with the result.

Also: The DSSDO pass is written in Rust 🦀 👀

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Jedjoud(@Jedjoudo) 's Twitter Profile Photo

Procedural GPU driven terrain, implemented using Compute Shaders and the Surface Nets algorithm. Used within my custom game engine built on Rust and Wgpu. Due to no GPU read-back on the CPU, there is virtually no hitching whenever the camera moves to generate new chunks.

Procedural GPU driven terrain, implemented using Compute Shaders and the Surface Nets algorithm. Used within my custom game engine built on Rust and Wgpu. Due to no GPU read-back on the CPU, there is virtually no hitching whenever the camera moves to generate new chunks.
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Alex Dixon(@polymonster) 's Twitter Profile Photo

Progress is flying along in my gfx engine. Examples covering different types of instancing and draw calls, pipeline states and textures (cubemaps, volumes (SDF), arrays, mips). I live streamed some dev on twitch this week: >> twitch.tv/polymonstr

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Ignacy Koper(@heavyrain266) 's Twitter Profile Photo

If you are curious why am I pushing USD in Rust so much, then the answer is simply!

USD allows you to build zero-cost integration with external tools, such as DreamWorks' MoonRay for rendering cinematics or movies/series by re-using assets from games.

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AndreasR(@wumpf) 's Twitter Profile Photo

Highlighting data in 2D and 3D is surprisingly hard. It seems like a small detail but has a huge impact!

We’re already through a couple iterations with @redundotio but we’ve finally found an approach that we think works.

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Ignacy Koper(@heavyrain266) 's Twitter Profile Photo

A bit late, with different title but published the toplevel overview of next-gen platform for building games in Rust, Python and C# using the cloud infrastructure and Pixar's USD as the core parts. dev.to/heavyrain266/f…

🧵

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GRIM(@TheGrimsey) 's Twitter Profile Photo

The final part of my Spell Editor series covers the 'cross-selector' for selecting entries across registries.


thegrimsey.net/2023/03/21/Bev…

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Anastasia Opara(@anastasiaopara) 's Twitter Profile Photo

A tiny building sneak peek 🔍👀 Five discarded prototypes later (😅), we now have dedicated circle and rectangle shapes in Tiny Glade ⭕🔲

🧵👇

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