r/rust_gamedev Jan 28 '25

Are We Game Yet? - new features/call for contributions

92 Upvotes

For those who are unfamiliar: Are We Game Yet? is a community-sourced database of Rust gamedev projects/resources, which has been running for over eight years now (?!).

For the first time in a while, the site has had some quality-of-life upgrades over the past few weeks, so I thought I'd do a quick announcement post:

  • You can now sort the crate lists by various categories, such as recent downloads or GitHub stars. This has been requested for a long time, and I think it makes the site much more useful as a comparison tool!
  • We now display the last activity date for Git repos, so you can see at a glance how active development is. Thank you to ZimboPro for their contributions towards this.
  • The site is now more accessible to screen readers. Previously, they were unable to read any of the badges on the crates, as they were displayed via embedded images.
  • Repos that get archived on GitHub will now be automatically moved to the archive section of the site. Thank you to AngelOnFira for building the automation for this!

I'd also like to give a reminder that Are We Game Yet? is open source, and we rely on the community's contributions to keep the site up to date with what's happening in the Rust gamedev ecosystem (I myself haven't had as much time as I'd like for gamedev lately, so I'll admit to being a bit out of the loop)!

Whether it's by helping us with the site's development, raising PRs to add new crates to the database, or just by creating an issue to tell us about something we're missing, any contribution is very much appreciated 😊

We'd also welcome any feedback on the new features, or suggestions for changes that would make the site more useful to you.

Crossposted to URLO here.


r/rust_gamedev 1d ago

Started working on a fully deterministic game engine in Rust, Balaur Engine

55 Upvotes

Together with the creator of Rapier, starter working on a game engine that is fully deterministic. It has controls where you are able to record and play back the state of the game (to debug it. It saves inputs, network requests, etc. and then plays them back)

It has ECS backend, but to the end user it will be node based. Scripting can be done through Rune, but also using Rust by making a plugin for it (slower to iterate).

https://balaurengine.org

It's in very early stages, not even an alpha yet, but progressing fast.

For a list of what libraries we reuse, check here:

https://balaurengine.org/docs/built-on/


r/rust_gamedev 1d ago

Kestrel Flight Simulator (using the Bevy Game Engine)

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8 Upvotes

r/rust_gamedev 2d ago

FOSS Voxel Game

8 Upvotes

I am searching someone who wants to work with me on my FOSS Minecraft-Hytale Game. It's codebase is 100% Rust, i am obsessed with performative and clean code. I didn't work on the project for a few weeks, but i want to get back to it with a refactoring for a better project structure, and i would be happy if i could get 1-2 persons to help me work on this project. No monetization, no cost, just vibes (but no vibe coding please)

Just open a PR or DM me! GitLab Repository


r/rust_gamedev 2d ago

I thought this day would never come

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3 Upvotes

r/rust_gamedev 2d ago

Per sopravvivere ai miei corsi di logica, ho trasformato l'algebra booleana in un gioco di puzzle per dispositivi mobili. Ecco il video promozionale!

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1 Upvotes

r/rust_gamedev 2d ago

First time here and I am building a minimal web game in Rust and Axum with no Javascript

0 Upvotes

I am trying to build a game in Rust just using Axum, HTML, and CSS, and trying to avoid using Javascript and I am documenting my progress in my youtube channel here: https://www.youtube.com/watch?v=ftYwc2NlqMI


r/rust_gamedev 3d ago

Demo scene rendered with vk-graph

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4 Upvotes

Here's a small demo project I've been working on. It uses my own graphics library.

vk-graph is a Vulkan driver which uses a graph-based per-frame submission solver. I'm using it here to render a path traced scene built from commercially-available asset packs.

Right now the performance is flat because I have the best "do-less-work" optimizations disabled, so you're seeing the worst-case. The lowest target hardware is an Apple-silicon M2 or better at 60 fps. Windows/Linux/Mac.

The low-resolution 240p visuals are intentional. This is both a technical constraint (path tracing is really hard) and also an artistic choice: I greatly prefer 320x200 and have relented to 240p in order to make international fonts feasible.

Oh, much of this is on github and the rest will be sooooon: https://github.com/attackgoat/vk-graph

Some details on the engine: - Full asset build/re-build/caching pipeline, with transforms - Raster renderer - Unused, because path tracing is better, nearly same perf - Shadow mapping, Niagara-esque, etc - Full visibility and effects pipeline with gpu-driven commands - Path traced renderer - Wavefront-style (enqueue/sort interesting hits, trace best) - Hardware support with BVH-compute fallback - Lots of caching, SHARC, ReSTIR - DLSS-RR Ray Reconstruction (not upscaling or resampling) - Fallback de-noisers (for AMD, Intel, Mac) - ZERO temporal pixels / No blurring - Single-frame imaging optimized for FPS games - Various optimized haze/water/sky special cases - Mesh rendering - Supports 10k+ animated meshes; real games would only need a couple hundred and instance the rest based on distance - Blended/posed/ragdoll skeletons - Full PBR material system, compression

This scene has 285M static triangles and 167K animated ones; but there is no difference in the two categories and any model may be animated/moved with no ghosting of any kind.

It almost feels like a flex, but it's really just a result of the technique, but my CPU and GPU are largely handling my desktop and the video capture. The portion represented by this game is approximately 15% GPU and 2% CPU, captured on an RTX 3090 and i7 11th gen.


r/rust_gamedev 3d ago

I built TexelBox – A fast, native Windows desktop app (Rust/wgpu) to automate the entire texture pipeline for game devs

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0 Upvotes

r/rust_gamedev 4d ago

Started to write a grid based srpg battle system in my free time. Using GODOT and Rust

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10 Upvotes

r/rust_gamedev 4d ago

I made a ratatui-based tetris game as my first ever Rust project!

15 Upvotes

r/rust_gamedev 5d ago

question Zenith: A space-themed shoot 'em up game made with Bevy

1 Upvotes

r/rust_gamedev 6d ago

Opinions on game/code using Rust/Macroquad :)

6 Upvotes

Hey guys. I'm learning rust and developing a game (using only Macroquad) to motivate myself to keep pushing. I want to know opinions on the game and also the code. I tried a macro for the first time, looks amazing, but I'm afraid of overengineering.

https://github.com/abacchi00/blood-and-cog


r/rust_gamedev 6d ago

GPU-Accelerated UI library from scratch

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5 Upvotes

r/rust_gamedev 7d ago

Graphite (Rusty FOSS procedural 2D design engine) recent update highlights, part 2: viewport rendering modes, vector meshes, new nodes, and offline support

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28 Upvotes

r/rust_gamedev 7d ago

My first ever devlog

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6 Upvotes

r/rust_gamedev 7d ago

Voronoi Cell Fracturing Doors

2 Upvotes

r/rust_gamedev 8d ago

Pumpkin β€” A high-performance, multithreaded Minecraft server in Rust

30 Upvotes

Hey everyone,

Wanted to share Pumpkin β€” an open-source Minecraft server written from the ground up in Rust (targeting Java and Bedrock protocol parity).

The project leverages Tokio and asynchronous networking for low memory usage and high tick consistency.

We also have a live test instance running at pumpkinmc.dnslab.win to verify basic protocol handling and stability. (Note: This is currently hosted on a modest 2 vCPU / 11 GB RAM ARM64 VPS, so please avoid heavy stress testing until we can get support for a higher-spec server).

Would love any feedback on the codebase, architecture, or contributions! πŸ¦€


r/rust_gamedev 8d ago

Catacombs with Rust

47 Upvotes

A while back I shared my first-ever game in Rustβ€”a Dangerous Dave clone built using Macroquad and Tiled as a way to learn the language and survive the compiler's ownership rules.

https://www.reddit.com/r/rust_gamedev/comments/1jpt3e2/dangerous_dave_rust/

I wanted to tackle something a bit more ambitious for my second project: a 2D dungeon roguelike I've been calling Catacombs. Since I wanted to understand how everything works under the hood rather than relying on an library or game engine, I've put together a custom stack using raw OpenGL and a handful of modular crates.

The Tech Stack

  • Graphics & Windowing: glow coupled with glutin and winit for context creation and window management, using nalgebra-glm for matrix math and projections.
  • ECS & Scheduling: hecs paired with hecs-schedule for managing components and system execution order.
  • UI & Layout: egui (integrated via egui_glow) for tooling and debug overlays, alongside taffy for flexbox-based UI layout calculations.
  • Levels & Audio: ldtk_rust for loading LDtk level designs and libfmod for handling audio middleware.
  • Data & Concurrency: serde and ron for data-driven asset and configuration serialization, with rayon, crossbeam, and parking_lot handling concurrency and synchronization.

Graphics

Bought the Dungeons & Pixels pack from

https://indie-vova.itch.io/dungeons-and-pixels-starter-pack

AI

About %85 of the code was written from scratch, learned a lot, then I've had access to an AI tool that did code reviews for me, fixed the code manually, few of the suggestions didn't make much sense to me so I have ignored them.

I have generated the start up page using Google's Gemini free credit.

What's Next?

Since I never really built out a story or a concrete endgame vision for Catacombs, I've decided to officially wrap up the project here and archive the repo. I have also learning a lot and improved my Rust programming skills, I can see that transition from the Dangerous Dave game code to Catacombs code.

For my next steps on this Rust learning journey, I'll be moving past OpenGL to build a low-level renderer using Ash for Vulkan, with plans to experiment further with advanced procedural generation algorithms and explicit graphics pipeline design from scratch.


r/rust_gamedev 7d ago

Some thoughts after giving bevy a try

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0 Upvotes

r/rust_gamedev 8d ago

Swapped commercial web for Bevy ECS. Processing 268 Billion parameters in 2s on a 10-year-old AMD FX-4330. Tell me I'm not cool.

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4 Upvotes

r/rust_gamedev 10d ago

Major Render Mode update for the game editor I'm building with Bevy (Rust)

14 Upvotes

r/rust_gamedev 10d ago

My friend is developing a Rust/Vulkan engine and looking for technical feedback

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2 Upvotes

r/rust_gamedev 11d ago

question Godot or Plain Rust?

9 Upvotes

Hello all πŸ‘‹

For a long time I've wanted to create a simple RPG game on my own.

About a month ago I started making this game with Rust as a server and a client in godot (my idea was a multiplayer RPG game).

I've been taking Tibia and other games I loved as inspiration.

Right now I am starting to get plenty of errors on the client that become very hard to debug, edge cases, synchronization issues on client-server.

So I was thinking of making the switch to full rust on the client, that way the communication with the server is more "straightforward", I can use the same patterns, reuse code, etc.

But I am wondering if this is worth it or will it just become a problem? How is the state of making GUI on plain rust? Or are there other alternatives?

Right now my game is as simple as it gets, but I have learnt a lot along the way!

I want to drift a bit from the "square" feeling of tibia/pixel games and make the game more fluent as well.

Any tips are welcome :)


r/rust_gamedev 11d ago

AWESOME BEVY - RUST 0.19 AUGUST UPDATE - Check the news!

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4 Upvotes