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The more professional discussions seem to be on the forums for Unreal Engine or Unity, where people are struggling with obscure issues inside those monster packages.

(I'm trying to do 3D stuff in Rust. The number of people who do hard 3D stuff in Rust seems to be very small, which is frustrating. There are many obscure bugs in the graphics stack and not enough people to exercise the stack, find the bugs, and get them fixed. 3D game dev in Rust is below critical mass. Retro-looking 2D is doing fine. But most 2D Rust work could be done in HTML/CSS/Javascript, or could have been done in Flash.

About half of my time goes into graphics stack problems. This is not fun.)



Even Unreal Q&A's get thin once you start looking into features deeper in the engine. Epic's campaign to make the common dev afraid of C++ seems to have worked with ablomb. Maybe there's some closed off sections to look into, but I sadly don't have access to that anymore.

I can't imagine much knowledge out there on Rust gamedev atm. Truly a trailblazer. At that point your resources are more about community discords and arguing in github issues than anything casual.




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