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Bevy - A Rust Game Engine

March 29, 2021 - Søren Alsbjerg Hørup

In the past months I have been focusing on using the Rust programming language in relation to game development.

I wanted a setup where I could implement a game that could build for both native, such as Microsoft Windows, and WASM, targeting modern browsers such as Chrome.

To achieve this I have been working on a pet project called Blueprint. Intention with Blueprint was to create a Rust template that could be quickly generated using cargo-generate and that provided several features out of the box. Features included:

  • 2d and 3d rendering.
  • many thousands of sprites using VBO batching.
  • entity component setup using Hecs.
  • pre-defined systems such as movement system, physics systems.
  • multiple template games such as platformer, shooter, etc.

My primary motivation was a template where I could quickly prototype game ideas using Rust. Previously I have been using Typescript + PIXI.js or THREE.js. But since I am a huge Rust fanatic, I wanted to see if I could conjure up a similar setup using Rust + libraries such as winit, wasm-bindgen, glow, etc.

Recently however, I stumbled upon Bevy, a data driven game engine written in Rust. Bevy more or less ticks all the boxes above, except for WASM support. I want to build my games such that they can be quickly shared in the browser for other to see, thus WASM is a non-optional thing.

However, it seems that WASM support is a focus area of Bevy and it seems it is currently possible to run Bevy in the browser using webgl plugins, atleast if one uses the master branch of github and not version 0.4 currently published on crates.io.

In any case. I have decided to put my own Blueprint project on hold and fiddle a bit with Bevy before continuing down a path which seems to be well underway by the community!

If all goes well, I can ditch my efforts on my own brewed Blueprint and make a Bevy template!