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Joshua Barretto
Joshua Barretto
@jsbarretto@social.coop  ·  activity timestamp 12 hours ago

@lastcoder Thanks, although as time goes on increasingly little of Veloren was written by me!

I would choose Rust, but that's primarily due to personal familiarity and skillset: I'm more at home screwing around with low-level graphics APIs and writing physics engines than I would be with a modern engine. I don't think most prospective gamedevs fall into this category though, although @bevy is making the domain much more approachable!

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Joshua Barretto
Joshua Barretto
@jsbarretto@social.coop replied  ·  activity timestamp 12 hours ago

@lastcoder If you *enjoy* using Rust, then I recommend at least trying: the language has a lot of features that make it really well-suited to gamedev, especially gamedev-at-scale (MMOs) or unique requirements (retro console dev, unusual rendering architecture, or anything else that goes against the grain of a traditional engine). But if it's a language you find yourself struggling with, you might be better off looking at something like Godot instead.

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Joshua Barretto
Joshua Barretto
@jsbarretto@social.coop replied  ·  activity timestamp 12 hours ago

@lastcoder For Veloren, there are a few places:

The 'project architecture' section in the book: https://book.veloren.net/contributors/developers/codebase-structure.html

The docs: https://docs.veloren.net/

Existing MRs (especially merged ones in a similar area to the thing you're interested in): https://gitlab.com/veloren/veloren/-/merge_requests

OIder versions of the game. Most of the really key concepts have been around for a while, but appear in a form that's much easier to understand as a coherent whole. Here's v0.2 (2019): https://gitlab.com/veloren/veloren/-/tree/v0.2.0

GitLab

Files · v0.2.0 · Veloren / veloren · GitLab

Veloren is a multiplayer voxel RPG written in Rust. It is inspired by games such as Cube World, Legend of Zelda: Breath of the Wild, Dwarf Fortress and...

Project Architecture - Veloren: An Owner's Manual

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