No seriously why would you need a graphics engine for procedurally generating content? In this particular case for example his "content" is the world map expressed in some units (tile grid) across two axis. Then you generation algorithm produces that 2d data and that's that.
Tangential to this cool project, Hytale has an amazing modder experience and toolset built into the game. Everything is JSON driven, with hot reload, so we can build tooling in any language (without needing to name said language, lol to that thread here, ahem, I'm using CUE, ahem). They have flags to dump the JSONschema for everything, including mods, as well.
More related, Worldgen v2 is pretty amazing compared to Minecraft. What is the basis for the Worldgen in this project? Not too different from a 3d voxel game? I'm pretty new to it and have a general curiosity still.
Rust is the crossfit of programming languages. Everybody around you needs to know at all times.
On a serious note, nice job OP. This game kind of feels like an ASCII version of Terraria. Might I recommend extended ASCII or unicode for the player though? Right now they look a bit like a lollipop.
If somebody announces that their project is written in Rust but nobody complains, what happens?
Writing any non-trivial video game with Rust is (arguably) interesting in itself since developer velocity in gamedev is generally considered paramount, and Rust has a reputation (rightly or wrongly) for hindering velocity.
So yes, the fact that this is written in Rust is actually relevant and valuable. As opposed to your hollow snark.
Now, OP: tell us more about how that's played out for you.
I dont think the parent comment was complaining, just pointing out the "written in rust" meme. Being the top comment, seems like plenty of people enjoyed it!
Based on the evidence presented by the Hacker News front page, the hype is boundless. Rust is the ur-language that we never realized until... idk, three years ago?
It's a PR ploy. It sounds better than X done in C, mainly because the X has been done countless times in C by now, while "Hello World, but in Rust" still felt sexy three years ago.
https://en.wikipedia.org/wiki/Roguelike
Well OF COURSE you just prompt Claude... /s
No seriously why would you need a graphics engine for procedurally generating content? In this particular case for example his "content" is the world map expressed in some units (tile grid) across two axis. Then you generation algorithm produces that 2d data and that's that.
any way to link instances together? I'm interested in something like this to import/export resources etc.
More related, Worldgen v2 is pretty amazing compared to Minecraft. What is the basis for the Worldgen in this project? Not too different from a 3d voxel game? I'm pretty new to it and have a general curiosity still.
https://hytalemodding.dev
On a serious note, nice job OP. This game kind of feels like an ASCII version of Terraria. Might I recommend extended ASCII or unicode for the player though? Right now they look a bit like a lollipop.
Writing any non-trivial video game with Rust is (arguably) interesting in itself since developer velocity in gamedev is generally considered paramount, and Rust has a reputation (rightly or wrongly) for hindering velocity.
So yes, the fact that this is written in Rust is actually relevant and valuable. As opposed to your hollow snark.
Now, OP: tell us more about how that's played out for you.
I dont think the parent comment was complaining, just pointing out the "written in rust" meme. Being the top comment, seems like plenty of people enjoyed it!
It's the weekend, take it easy :)
It is customary to announce the fact so that the astrologers can proclaim that the population of recruiters on linkedin has increased.