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Questions tagged [rust]

Rust is a multi-paradigm programming language designed for performance and safety, especially safe concurrency

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I'm programming a Ray Tracer using Rust and OpenGL, I've already made Ray Tracing work in the basics by converting the data to an SSBO and sending it to the Shader in a basic way... The problem is ...
Arthur Sally's user avatar
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1 answer
88 views

I'm trying to import 3D models into OpenGL using Rust and GLFT models, the problem is that this function used to work... Now it doesn't work at all! It's working to load the 3D model, with the texture ...
Arthur Sally's user avatar
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1 answer
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I've been starting to experiment with 2D rendering, in particular isometric rendering. So far I've been having issues getting my tiles to line up. I am currently writing this in Rust using the Bevy ...
SneakyTactician2's user avatar
1 vote
1 answer
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I'm trying to create a panning control for a camera in bevy, but I can't seem to get the panning logic right when the camera is rotated. It works fine if the camera transform is directly facing the XY ...
The Bic Pen's user avatar
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106 views

For a game I am finishing, I need a random sequence that can be generated in Wasm and in the server, yielding the same result. This generated 64-bit(or more if supported by WASM) numbers sequence is ...
Kroma's user avatar
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1 vote
1 answer
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For some time now I have been trying to do skeleton animation using Rust and OpenGL(specifically the gl library), I loaded the animation information correctly(with the gltf library), the bone ids and ...
Arthur Sally's user avatar
2 votes
0 answers
138 views

I want to rotate a 2D orthographic projection around the centre point of my view. However, something is off (it looks like a translation) but I'm not sure what. To put some concrete values on the ...
junglie85's user avatar
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1 answer
234 views

I'm making a simple SDL2-based Rust game, on an OSX laptop. Graphics mostly involves drawing lots of colored squares to the screen. Performance is really slow for what I'm doing, so I decided to ...
sclamons's user avatar
1 vote
1 answer
658 views

I am trying to rotate a flat 2D image around a 2D origin in 3D space. The problem I am having is that the image becomes stretched after the rotation. I am using the WGSL from this tutorial, but with ...
CyberFlow's user avatar
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1 answer
324 views

I'm developing a MMO RPG using Rust and bevy both in the client and the server, which means that I'm using ECS on both sides. My game is tile based, so each tile is a point in my map in the server, ...
Gustavo Mendonça's user avatar
9 votes
1 answer
5k views

I am wondering if there is a better way than storing the entity ID. For the sake of example, let's assume I have a world with many entities who implement the component Name. Every x amount of time I ...
Feldspatt's user avatar
0 votes
0 answers
289 views

I have to deal with a raw buffer representing some pixels, specifically the pixels crate. So far I am able to do some magic from the examples, however it is terribly bad when it comes to readability ...
AggelosT's user avatar
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1 answer
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So I started to learn Rust for personal usage, i am Back-end Node.js dev originally. And I see that people often say Rust is a very secure solution because of memory management. In theory games/...
space7panda's user avatar
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I am in the process of writing a 2D game in Rust, and decided to use glium for the graphics part. So far I'm doing fine, able to render textures and shapes ...
AndroGR's user avatar
1 vote
1 answer
812 views

I am having an issue with texture bleeding, I am getting these lines that border each tile: I have tried to solve the issue by rounding/flooring, but that does not work either. The texture atlas has ...
Macho Onion's user avatar
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1 answer
137 views

Tell me if I need to provide more info. My tile-based sandbox game needs to allow the Player to place tiles He has collected. But the problem is, I do not know how I can place the tile based on the ...
Macho Onion's user avatar
2 votes
1 answer
311 views

GOAL I am making a top-down tile-based sandbox game, and it will have 400 layers of destroyable terrain, It will not use chunks, it will store the map in memory like Terraria, but only render the ...
Macho Onion's user avatar
1 vote
1 answer
786 views

I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
bux's user avatar
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1 vote
1 answer
144 views

I am a novice programmer. In my program, I can render a 5000 x 500 map, but it renders incorrectly, instead of this : ,,~,,,,~,,,,,~,~,,,,,~~,,,~,,,~,,,~,,~~~,~~~,,,~,,,,~,~,,,~~,~,,~,~,~~,~,,,,,~,,~~,...
Macho Onion's user avatar
1 vote
1 answer
193 views

I can render a 5000 x 5000 tile map, but it takes forever to load, and the performance is horrid. It takes around 30 seconds to Render all the tiles, So how can I render only the visible tiles? Here ...
Macho Onion's user avatar
0 votes
1 answer
991 views

Tell me if i need to be more specific. My program is advanced enough that it can read tile data from a .txt file and display a tile image for each tile ('~' = water), I am trying to make my game use a ...
Macho Onion's user avatar
0 votes
2 answers
485 views

**Solved!** Special thanks to comments from Maximus Minimus and Jherico. Scroll down for the solution made in the shader. I am working on a vulkan renderer in rust using the ash crate. I would like to ...
Joseph Vargas's user avatar
1 vote
1 answer
364 views

I have just completed the Vulkan tutorial using rust and the ash crate. I've been following along with this repository. I am unable to determine what is causing my textures to render lighter. If ...
Joseph Vargas's user avatar
0 votes
1 answer
69 views

I use dijkstra in my rust game to find path to a destination. My game is in a square grid like this: There is, for illustration, the Rust code which use dijkstra: ...
bux's user avatar
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1 vote
1 answer
769 views

I'm currently trying to port a flight dynamics model that I've implemented in Rust to Unity. The original FDM utilized the Hecs ECS, and I plan on implementing this same model in Unity using the ECS ...
Mav's user avatar
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1 answer
289 views

I'm working on a real time multiplayer browser-based game. The game is top down on variable size tile based maps. There is no central map where all players come together, the entire game plays out in ...
sushibrain's user avatar
1 vote
1 answer
468 views

When I call the IDXGISwapChain::SetFullscreenState method, it does not return. The window goes fullscreen, but accepts no further input. A ...
cwhakes's user avatar
  • 31
0 votes
0 answers
111 views

This is a question about the sebcrozet/kiss3d graphics engine for the Rust programming language. I have managed to create a mesh using group.add_mesh(). Now I want ...
Martin Ellison's user avatar
0 votes
1 answer
497 views

I am trying to create a ID3D11Texture2D from a RgbaImage loaded from a .jpg. The below code produces no errors. However, the texture is black when it is actually ...
cwhakes's user avatar
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0 votes
2 answers
242 views

I have implemented a tilemap where each tile is at a non-negative x and y position. (So at the moment think like chess) At the moment a tile is 16, 16 pixels in ...
Sorona's user avatar
  • 215
3 votes
1 answer
396 views

I have a separate list of moveable entities, and then the regular 3D map, represented by a 2D array of stacks of tiles. My problem is that right now, I'm rendering my moveable entities after the map, ...
Alexis Purslane's user avatar