I know the title looks insane, but hear me out.
I wanted to make a game, specifically an isometric 2.5D RPG game, nothing that fancy.
So I decided to write it in Rust because I... like Enums, or something, and I had already finished the concurrency chapter, so I should be able to hang on.
Bevy seemed like the most complete engine out there, if overkill for my use case, but it's presumably so modular I could de-bloat it adequately, But...
Someone I know has a laptop; it is old.
It is not super old, a Toshiba Portege R700 with a locked BIOS which took me 3 days to trick its Windows 10 boot loader into booting Debian, and accidentally, yet irresponsibly, broke Windows and installed Grub.
There is no reason the thing shouldn't be able to run my hypothetical game. I've personally seen it LANning Sven Co-Op (Half-Life Co-Op) not long ago; the beast could maintain 60FPS for a solid few minutes, before overheating and dropping to 5, but it should hold on better now that I installed GNU/Linux.
So I, just to make sure, ran the command that exposes the OpenGL version used by Mesa, and... Open GL (ES?) 1.5? I surely, need a plan.
I noticed this issue with many indies. Many would-run-on-a-2005-thinkpad games sacrifice this untapped market for features they never use, or worse, go against the artistic vision.
So, since Bevy is modular, can I, a humble would-be-intern, write a rendering backend for the 2003 specification, but not before learning what a rendering backend is?
Or can I, a seasoned searcher, find a premade solution solution for Bevy or any other Rust engine, made to use the 2003 spec, or even the 1992 1.0 spec?
Or would it be worthwhile, to construct an engine of mine?
Edit: Or can I, a man of determination, write an FFI for an existing C solution?
No, I have an I5, it even has a sticker, but my I5-7500 desktop has an I7 sticker, so stickers aren't reliable. (I have better evidence than the sticker, trust me)
I rechecked 1-2 days after making the post, and Mesa reported 2.1 & 2.0 ES, which is consistent with techpowerup, that website never failed me even when I failed myself.
I think shaders are a 3D-only thing? which shouldn't be useful for an isometric game. My favorite game runs on DirectX 3.0a, so I 1.x should work, I guess?
Also I will look up PBOs, that acronym looks cool!
about 1-1.5 weeks ago I watched some Johnathan Blow hating on programming paradigms and game engines, and to be honest, I had already been viewing pre-built engines as things that produce games that are... familiar... they lack souls, integer/buffer_overflows, and their physics are too well-made. I understand the benefits of a prebuilt 3D engine; I played a 3D game on DOSBox and saved before every jump - except the ones that got me stuck in a wall, in addition to an indie 3D C++ mess on Itch (it's the only game I am excited for its release at the moment, as it's still in beta).
I also saw an attempt at using SDL as a Bevy renderer-backend on Github, and there were problems according to the README.md, but I had lost interest by then, because...
After watching much JBlow, I came away with 3 things:
1- OpenGL isn't worth learning anymore, but don't use SDL to abstract yourself from it, use raylib. That's his opinion, so I decided to build my engine on Macroquad, a raylib-like thing, as using rust-bindgen feels un-ergonomic.
2- ECSes and other pre-forced paradigms are meaningless, just write the game.
3- He doesn't like Rust, which I ignored.
You might think Rust is a bad choice if I like overflowing things, as Rust is safe, but before you is something I wrote semi-seriously (I say "semi-" so I don't get laughed at) a day or two ago:
As you can see, using anything remotely similar to
Arc<Mutex<T>>
would get me accused of having skill issues, which is extremely bad considering I am one of those 'I use NeoVim/Colmack-DH/Rust/Linux BTW' people, so I prefer extreme measures, AKA just regular-C-code style of writing, so it won't be long before I meet some REAL undefined behavior.If you're interested in my little project, it's about a yellow square in rooms of yellow walls, which I planned to write in 3 days, which I finished today, a few hours after Fajr prayer, one week after I set the deadline to 3 days.
Time to add a 3D turn-based combat system to it for reason, I first need a flat yellow cube, and some doom-like fake-3D enemies.
Thanks, I wish to write assembly sometime down the road, and discover these treasures of knowledge.
Edit: in case you're wondering how I solved the code problem, I started thinking and realized that I wanted to pass a
&mut T
toKey.Update()
, but I was also holding a&T
inside ofGameContext
, which is impossible in safe Rust, so I changed it hold a&mut T
instead.They say: "Make it work, then make it right, then make it fast", but maybe they didn't mean jumping to
unsafe
when they said "work".Edit2: I forgot to say something about prebuilt engines. In addition to creating an inconsistency between quality of the engine (physics and UI interactions), and the quality of the game-specific code, they are also very bloated and that's reflected in binary sizes and the performance penalty of being a general-purpose engine.
Macroquad is also an offender of this, as a mere
cargo add
bloats the release binary up to 70 whole Mibs, but I managed to shave off 10 Mibs in a few hours by cloning the repo and "forking" Macroquad and it's huge math library,grim
, and "de-bloating" them, and my game would still compile fine, so there's much room for optimizing the binary size, as well as performance, since I am low-level enough to implement my owndelta
time.Also I am crazy about performance, which can be traced back to trying to run games on an
HP compaq DC 5800
for 4 painful years, whose GPU is even worse than the laptop's.