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Voxel Game development - Creatures and Spells
...for gameplay has been achieved.
My voxel engine (written in Rust using the Bevy game engine), has finally a core gameplay loop implemented!
Sponsor: Quadratic - The Data Science Spreadsheet
Check out the project on Github: https://github.com/quadratichq/quadratic/
View open jobs here: https://careers.quadratic.to
Whilst I've previously only programmed voxel engine technologies like
hot reloadable rust code, ambient occlusion, block texturing, mesh generation, multithreading etc... I'm now shifting focus to gameplay development.
In this devlog, I go into detail how I implement game AI and spells.
The AI library I'm using is a Bevy plugin called big-brain. The spell system is completely self made, which I might release in the future once it's stable.
My discord group:
https://discord.gg/9P8QSYf
Want to support me?
Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur
Resources (The tech I'm using)!
bevy game engine: https://bevyengine.org/
game_stat: https://github.com/TanTanDev/game_stat
physics (3D and 2D): https://github.com/dimforge/rapier
inspector ui (runtime tweaking): https://github.com/jakobhellermann/bevy-inspector-egui/
hot reloading using dlls/so files: https://docs.rs/dlopen/latest/dlopen/
benchmarking: https://github.com/bheisler/criterion.rs
world generation: my own custom implementation is not open source at the moment.
other rust libraries, that I recommend:
game engine: https://github.com/not-fl3/macroquad
Graphics rendering api: https://wgpu.rs/
multithreading: https://github.com/zesterer/lagoon
profiling: https://crates.io/crates/profiling, using Optick feature
#tantan #gamedev #voxelgame
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