Releases: rustic-games/prototype
GFX Tutorial, part II
Description
Another quick prototype release.
Aside from going through the paces of the GFX tutorial, this release also adds
an experimental embedded game loop library to further learn about the concepts
related to decoupled rendering, and a fixed time step.
It doesn't do anything useful yet, aside from being a well-documented training
ground.
Contributions
This release was made possible by the following people (in alphabetical order).
Thank you all for your contributions. Your work – no matter how significant – is
greatly appreciated by the community. ❤️
Changes
Game Features
-
add initial game loop implementation 07ebc32
This adds a simple (but well-documented) "game loop" library to the project.
It's mainly meant for learning purposes, and to see what should, and shouldn't
be abstracted away in a library. -
"Learn gfx-hal" chapter 4 d4c4880
This implements the fourth chapter of the "Learn gfx-hal"
tutorial0.Some take-aways:
Unchanged
The following categories contain no changes in this release: bug fixes,
documentation, tests, performance improvements, refactoring, code styling.
GFX Tutorial, part I
Description
The first in a long sequence of prototyping releases. Every release will
change a tiny bit of the application, starting with nothing related to the game
at all, slowly building towards something that takes on a familiar shape,
representing what is described in the design documentation.
In the first couple of releases, the GFX tutorial is completed step by step, to
get a feel for the low-level graphics programming requirements.
Contributions
This release was made possible by the following people (in alphabetical order).
Thank you all for your contributions. Your work – no matter how significant – is
greatly appreciated by the community. ❤️
Changes
Game Features
-
"Learn gfx-hal" chapters 1, 2 & 3 fa74d27
This implements the first three chapters of the "Learn gfx-hal"
tutorial0.Some take-aways:
-
gfx-hal
is low-level, requiring lots of boilerplate code. It will be
interesting to see the difference once we start migrating the code to
theRendy
1 crate. -
Lots of unsafe code required.
-
The
winit
2 crate is reasonably heavy, providing platform
support that isn't relevant to the game (at least not yet). -
Both crates are still young, lots of moving targets.
-
Unchanged
The following categories contain no changes in this release: bug fixes,
documentation, tests, performance improvements, refactoring, code styling.