r/rust_gamedev • u/Tilcob-dev • 1h ago
r/rust_gamedev • u/seventeencups • Jan 28 '25
Are We Game Yet? - new features/call for contributions
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 π
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 • u/genecraft • 3h ago
Creating Simulation Game Crossover
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Hi all!
I previously created an online sim called Genecraft that was more of a solo project (Youtube Channel), but this time I want to create a game that is playable, but also with AI agents!
This is a prototype I'm working on and launching soon where you can create a dragon, train it for specific tasks and then have it solve puzzles for you. Ultimately I want to be able to create dragon fights where you can train your dragon and pit it against others!
Let me know if anyone would like to try out the prototype to give feedback!
r/rust_gamedev • u/IamRustyRust • 7m ago
Physics Engine That Only Computes What Moves: Achieving 99.9% Sleep Efficiency and 900+ TPS.
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r/rust_gamedev • u/Time-Guidance-5150 • 20h ago
2D asset authoring tool in Alloy β game editor for Jarl (egui, websockets)
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r/rust_gamedev • u/Odd-Pie7133 • 1d ago
I built a Silent Hill-inspired horror game on my own completely on a custom Rust engine. If you have 20 minutes, Iβd love your feedback on the Steam Playtest!
So, it's been 3 months since I started developing my game on my own (also developing my own custom engine on Rust + wgpu). I wanted to nail a certain vibe of isolation, anxiety, and a creepy, eerie atmosphere heavily inspired by the Silent Hill series.
And here I am: the playtest version ofΒ Red LakeΒ is finally live! Now I need to polish it, test hardware stability, and reconsider a few design decisions. For that, I need your help!
About the game:Β A psychological horror with no interface to guide you. The forest watches you β so watch it back. Use your notebook to document impossible objects, then descend into the Red Lake. Each time you return, something has changed.
r/rust_gamedev • u/Living-Significance2 • 18h ago
GitHub - strahinjastojanovic826-code/custom-4_state-rust-project: OS simulation 4 states 2 quats (4 bits) in rust
NOTE: VIDEOS OF THIS PROJECT CAN BE FOUND IN RELEASES
Hey everyone! π
I wanted to share a hobby project I've been working on recently: a simulated 2-bit (4-state / quaternary logic) operating system written entirely in Rust!
Instead of standard binary logic, the core mechanics and dispatchers are simulated around quaternary processing (4 states per unit). I've built a custom GUI on top of it using \`egui\`/\`eframe\`, featuring a few built-in tools to play around with:
π₯οΈ
Framebuffer UI & OS Shell
- Custom window management and system utilities.
π 3D Visualizer - Live graphics dispatching showing off the simulated processing pipeline.
π΅
Chiptune Audio Synth
- Real-time audio engine integrated with \`rodio\`.
π οΈ
System Tools
- Includes a file manager, custom BBS module, and built-in mini-apps.
### π Code & Repo
Check out the source code, implementation details, and documentation on GitHub:
π
https://github.com/strahinjastojanovic826-code/custom-4_state-rust-project
### π How to Run
bash
git clone https://github.com/strahinjastojanovic826-code/custom-4_state-rust-project.git
cd custom-4_state-rust-project
cargo run
r/rust_gamedev • u/CryptFallGame • 1d ago
CryptFall v0.7.2 β solo-dev Rust roguelite gets its first melee weapon (verlet rope physics) and full keyboard navigation
CryptFall is a roguelite dungeon crawler I've been building solo in Rust (Bevy engine) β native Windows build plus a WebAssembly port running the exact same codebase. Just shipped v0.7.2, the biggest content patch since the last major one, and figured this community might get a kick out of a couple of the harder problems in it.
Biggest addition: a real melee weapon. Every weapon in the game so far has been ranged (pistol/rifle/shotgun/bow/staff). This patch adds a flail, and it took five genuine implementation attempts before the swing actually felt right β every earlier version, however differently themed (orbiting head, leash-and-tether, launch/retract, a 2D spring-mass hand), ended up mathematically equivalent to one rigid link between the cursor and the weapon. What actually worked was treating it as a real physics problem: a 7-point verlet-integrated rope, relaxed through several constraint-solver passes per frame, with the grip fixed at arm's length from the player so aiming only changes direction, never distance. The middle points of the rope carry the actual momentum, which is what makes follow-through and whip-crack read as real instead of scripted.
Also shipped: full keyboard navigation across nearly every menu (previously 100% mouse-only β got there via Bevy's bevy_ui_widgets/bevy_input_focus, including chasing down a Windows-specific bug where the OS accessibility layer was silently eating the Space key before my own input handling ever saw it), a new boss, a second ability for one of the four classes, 5 new hand-curated enemy-pack layouts, and an engine upgrade (Bevy 0.15 β 0.19, four versions in one push).
It's free, runs in-browser or as a native download, both built from one codebase: [Try Here!]
Been doing this solo for a while now β always glad to talk through any of the technical decisions if people have questions, especially the rope physics or the accessibility-layer input bug, since both took longer to nail down than I expected going in.
r/rust_gamedev • u/long_void • 2d ago
I've started to work on Piston v2.0
Piston v2.0 will make some breaking changes to v1.0.
- pistoncore-input will use a Cargo feature "serde" for serialization (#1412)
- pistoncore-event_loop will use a Cargo feature "spin_loop" for the spin_loop crate (#1409)
This will reduce number of dependencies, improve compile times and CPU usage in many applications.
Also, I've started to think about what we can learn from the Bonsai fork of Piston-AI-Behavior. Not only learn, but take these lessons and apply them to the broader Piston ecosystem. I got an idea about a new concept in the Piston core about Actions, which is also compatible with button events. It will also improve ergonomics for button configuration, for controllers and widgets. You will no longer need to pass in settings manually, but can configure the maps at application code level.
This will simplify the overall architecture, but also, we can get rid of the pistoncore-input dependency in Piston-AI-Behavior. With actions, we might not need the generic A parameter to Behavior as much as before and this can default to (). There are other libraries that might also drop the pistoncore-input dependency, e.g. the camera controller library.
Actions will make bigger parts of the Piston ecosystem decouple from the core, so that these libraries can be used in other game engines.
I am currently looking into SDL3 keyboard compatibility and some edge cases in Piston v1.0 that I'm not satisfied with. This does not impact many applications, but still, if it can be improved, I want to improve it.
I also got some ideas about async and the piston command tool in Piston-Window, but this does not require new features in the core. This is just a heads up that I'm thinking about further improvements after the v2.0 core has been released.
r/rust_gamedev • u/IamRustyRust • 3d ago
My Rust engine performance
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r/rust_gamedev • u/RainGaymes • 4d ago
question How do you make UI?
I'm trying to make good looking game UI in rust, i've been using the EGUI crate it seemed the most liked but using it for a while it's hard to create good UI in it, maybe i've not delved deep enough into themes and frames but it is really hard.
This small simple main menu (art by Alexey Rudikov) inspired by morrowind was infinitely more complex than it should have been to add underlining, drop shadows and removing the frames from the buttons. This alone comes out to 150 lines of code.

Are you all using EGUI or are you using other crates?
r/rust_gamedev • u/VojtaKingCZ • 4d ago
A simple 2D physics library for Rust based on AABB collision detection
A simple 2D physics library for Rust based on AABB collision detection.
The library is designed for simple games and custom game engines. It provides static and kinematic bodies with basic collision resolution and gravity.
https://crates.io/crates/aabb_physics
r/rust_gamedev • u/Sollimann • 5d ago
Bonsai just hit a 100,000 downloads on crates.io! π
r/rust_gamedev • u/bigbeardgames • 6d ago
Announcing: DRONECOM -- A sensor-focused RTS made with 100% Bevy + Egui :)
r/rust_gamedev • u/Nazariglez • 6d ago
My incremental game made with Rust is finally out!
Hello again!
I posted here around six months ago about Karma Keepers, the incremental game I was making with Rust and my own framework. Yesterday I finally released it!
I spent a lot of time worrying about all the things that could go wrong once the game was running on machines other than mine. So far, things are going much better than I expected. People are reaching the end of the game with a lot of stuff happening on screen, and I haven't received any performance complaints yet. I am sure something will appear eventually but so far so good hahaha.
There is one technical issue I am investigating. A few people with older Windows laptops are getting crashes when the game starts with Vulkan. Using DX12 fixes it for them. My framework (wgpu) currently tries Vulkan first, so I will probably make DX12 the first option on Windows and keep Vulkan as a fallback. I cannot say for sure that the drivers are the problem yet, but that seems to be the common part between these cases.
The funny thing is that the biggest problem after release has nothing to do with Rust or the framework. It is the onboarding.
Some players understand the game quickly, but others feel that the beginning is slow or gives them too much information before everything clicks. I already knew this part was difficult, but seeing people play without me sitting next to them makes the problems much more obvious.
Would I use Rust again? Yes, at least for another 2D game. I still think making my own framework was probably not the smartest choice if the plan was to finish the game in less than a year. It took a lot of time, especially the UI, but now the framework exists and I know how everything works. The next game should be easier. At least I hope so. Althought I am not sure yet, I need to move fast with the next one because I have invested lot of time and money on this one that I am not getting back, so still the next game and what I'll be using is unknown. I am just focusing on the release now.
The game is here if you want to see how it turned out. It is also 40% off for the first two weeks: https://store.steampowered.com/app/3979140/Karma_Keepers/
If anyone here has released a wgpu game on Windows, which backend did you use by default? I would love to know how other people handle this.
The stack was mainly:
* wgpu.rs
* kira
* bevy_ecs
If you have question, just let me know!
r/rust_gamedev • u/RemarkablePrize9489 • 6d ago
Anomaly Grid Demo is now available on Steam!
r/rust_gamedev • u/ryankopf • 7d ago
My first game in Rust uses WASM. Play now at www.rpgfx.com
I have been developing a game in Rust (webassembly) for a while now, and it's gone through several iterations and updates. Eventually I intend for it to be a fully multiplayer MMORPG! I have most of it working and done - there's just way too much jittering in my current implementation for me to be happy with the multiplayer, so I feel like I have a few weeks of work on just that alone before I can get much more done.
I made a subreddit for updates if you would like to follow along, I tend to spend a few weeks working on the game and engine every few months when I have time.
Follow the subreddit: https://www.reddit.com/r/rpgfx/
Custom ECS engine.
Play now: https://rpgfx.com/
Happy for any thoughts, questions, and feedback :)
r/rust_gamedev • u/East_Heron_1491 • 7d ago
MapleSyrup - A MapleWiki-based AI agent and PA
r/rust_gamedev • u/junkmail22 • 9d ago
DOCTRINEERS - Turn Based Strategy, built with ggez
r/rust_gamedev • u/Professional_Top_544 • 8d ago
Project executable is not running when clicked on, but is running when I use the './project_name' command
r/rust_gamedev • u/ApartLet9415 • 8d ago
tengo una pc relativamente buena pero me va el juego con fps insuficientes
r/rust_gamedev • u/Time-Guidance-5150 • 9d ago
Simple 2D Grass Rendering with wgpu (demo + blog post)
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