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~~I'm _hoping_ to publish the newsletter on 2019.03.03.~~
~~The newsletter will be published on 2019.03.04.~~
The newsletter will be published on 2019.03.**05** for sure.
If you want to help writ…
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Please add game to category: Platformer. [Source code](https://github.com/outkine/ascension-rust), [itch.io page](https://outkine.itch.io/ascension-2). Made with ggez and nphysics2d.
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Hi!
This is an awesome resource and is frequently linked; unfortunately, it doesn't get updated to frequently (entirely understandable, I know how it goes!)
Would you be open to transferring owner…
fu5ha updated
4 years ago
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blocks #2
The next step is to add some basic collision logic. The initial plan is to have every tile that is not a walkable tile be treated as entirely impassible. Many of the walls in the current…
yaahc updated
4 years ago
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We need to make wgpu-rs do the actual Web calls and run in the browser supporting WebGPU API. The API itself is still evolving, but we should start exploring what our side would look like, and maybe w…
kvark updated
4 years ago
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We need some way to ask the shader modules for what their expected bindings are, vertex attributes, etc. Currently, it's easy to get the shader mismatched with the pipeline layout, and we aren't valid…
kvark updated
4 years ago
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Noticed that on MacOS, there can be a relatively high amount of latency (~200ms) between clicks and winit firing the corresponding input event. After adding some printfs in the winit code, it seems li…
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This issue acts as a tracking issue and log for the application of a gamedev domain WG.
Details can be found here:
https://internals.rust-lang.org/t/rust-gamedev-wg-application-discussion/10230
h…
skade updated
4 years ago
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I'm not sure if this has always been the case or whether it was a bug in one of my earlier PRs, but the floating navbar does not fit on the screen on mobile devices - you can't click the two big butto…
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I've found that when dealing with mesh data files and meshes in memory and similar, you sometimes really want a Vec3 type that's guaranteed to actually be 12 bytes (3*mem::size_of()) in size.
I cou…