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Comment by efnx

8 months ago

Author of Renderling here. Thanks for the shout out Animats!

Bindless is a game changer - pun intended. It can’t happen soon enough.

Just curious, what are the three major projects that were cancelled?

I also want to mention that folks are shipping high performance games in Rust - the first title that comes to mind is “Tiny Glade” which is breathtakingly gorgeous, though it is a casual game. It does not run on wgpu though, to my knowledge. I may have a different definition of high performance, with lower expectations.

> What are the three major projects that were cancelled?

Here are some:

- LogLog Games [1]. Not happy with Bevy. Not too unhappy about performance, although it's mentioned.

- Moonlight Coffee [2]. Not a major project, but he got as far as loading glTF and displaying the results, then quit. That's a common place to give up.

- Hexops. [3] Found Rust "too hard", switched to Zig.

Tiny Glade is very well done. But, of course, it's a tiny glade. This avoids the scaling problems.

[1] https://devlog.hexops.com/2021/increasing-my-contribution-to...

  • It's crazy you've cited Hexops as an example:

    1. It's a game studio not a project (CEO here :))

    2. It's very much still alive and well today, not 'cancelled'

    3. We never even used WebGPU in Rust, this was before WebGPU was really a thing.

    It is true that we looked elsewhere for a better language for us with different tradeoffs, and have since fully embraced Zig. It's also true that we were big proponents of WebGPU earlier on, and have in recent years abandoned WebGPU in favor of something which is better for graphics outside the browser (that's its own worthwhile story)..

    But we've never played /any/ role in the Rust gamedev ecosystem, really.

    • I think the future is getting rid of all the APIs and driver overhead, compile directly to GPU compute and write your own software renderers in a language targeting GPUs (Could be Zig)

      3 replies →

  • None of those are “major projects” by any definition of the word though. And none of the three has anything to do with wgpu's performance.

    Rust for game engine has always been a highly risky endeavor since the ecosystem is much less mature than everything else, and even though things have improved a ton over the past few years, it's still light-years away from the mainstream tools.

    Building a complete game ecosystem is very hard and it's not surprising to see that Rust is still struggling.