r/rust_gamedev Jan 28 '25

Are We Game Yet? - new features/call for contributions

92 Upvotes

For those who are unfamiliar: Are We Game Yet? is a community-sourced database of Rust gamedev projects/resources, which has been running for over eight years now (?!).

For the first time in a while, the site has had some quality-of-life upgrades over the past few weeks, so I thought I'd do a quick announcement post:

  • You can now sort the crate lists by various categories, such as recent downloads or GitHub stars. This has been requested for a long time, and I think it makes the site much more useful as a comparison tool!
  • We now display the last activity date for Git repos, so you can see at a glance how active development is. Thank you to ZimboPro for their contributions towards this.
  • The site is now more accessible to screen readers. Previously, they were unable to read any of the badges on the crates, as they were displayed via embedded images.
  • Repos that get archived on GitHub will now be automatically moved to the archive section of the site. Thank you to AngelOnFira for building the automation for this!

I'd also like to give a reminder that Are We Game Yet? is open source, and we rely on the community's contributions to keep the site up to date with what's happening in the Rust gamedev ecosystem (I myself haven't had as much time as I'd like for gamedev lately, so I'll admit to being a bit out of the loop)!

Whether it's by helping us with the site's development, raising PRs to add new crates to the database, or just by creating an issue to tell us about something we're missing, any contribution is very much appreciated 😊

We'd also welcome any feedback on the new features, or suggestions for changes that would make the site more useful to you.

Crossposted to URLO here.


r/rust_gamedev 1h ago

Vos retours sur la démo de VectHorde : Swarm Survival !

Upvotes

Salut tout le monde !

Cela fait maintenant quelques jours que la démo de VectHorde est en ligne. J'ai eu le plaisir de voir quelques téléchargements, et je tiens à remercier ceux qui ont pris le temps de tester le jeu (et le ZlormaEngine en action) !

Je commence à réfléchir au développement d'une version complète. Pour que ce futur contenu réponde à vos attentes, j'aimerais beaucoup avoir vos avis :

  1. Le gameplay : Que pensez-vous de la nervosité des combats et des contrôles ?
  2. La progression : Est-ce que le système de loot et le Terminal Nexus sont intuitifs ?
  3. Le contenu : Qu'aimeriez-vous voir dans une version complète ? (plus d'ennemis, de nouveaux types d'armes, des modes de jeu différents...)

N'hésitez pas à être honnêtes, c'est le meilleur moyen pour moi d'améliorer le moteur et de vous proposer une expérience encore plus fun.

Merci d'avance pour vos retours !

[https://zlormack-studio.itch.io/vecthorde-swarm-survival\]


r/rust_gamedev 2d ago

A rust logic constructor library

5 Upvotes

I have published just a minute ago a library, which is an abstraction for managing you combat/abilities logic outside code but inside configuration files.

https://github.com/optical002/rust-logic-constructor

I hope it might be useful to someone.


r/rust_gamedev 3d ago

Learn Bevy States, Timers, and Grid Movement by Building Snake

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31 Upvotes

r/rust_gamedev 2d ago

I'm looking for Bevy programmers for an open-source clone of Tomodachi Life.

0 Upvotes

PORTFOLIO: this is my first project and do not have a portfolio of any kind, Hi, I'm looking for programmers for a Tomodachi Life-style game, but open-source. We'll be using Bevy, the game engine made in Rust. The idea is this:

The Tocs: will be the alternative to Miis to avoid getting hit by Nintendo's hammer (hehe wink wink).

Archipelago: unlike Tomodachi Life, this won't be just one island, but an archipelago of up to 20 islands where you can send your characters by ferry or train. You can create your own islands.

Plugins: you can easily create food, clothing, objects, pets, and situations. You can also create more customized plugins with a language like Lua or Python. Some plugins will come with the game and can be removed. There will also be a plugin store, of course.

Base Plugins: The natural disasters plugin will have tsunamis, storms, earthquakes, and hurricanes. NOTE: the Tocs never die. The diseases plugin will include 20 diseases like the flu. Some Tocs could fall into a coma or... On the stretcher, you can bring them food and objects. These comas last between 5 and 15 days, but the tocs always heals.

NOTE: I'm a 3D artist and a bit of a draftsman, so I have some of the models. The game already has a space on Matrix; here's the link: https://matrix.to/#/#toc-life:matrix.org


r/rust_gamedev 3d ago

Renderling devlog - generics for `wgsl-rs` and more

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6 Upvotes

Just a quick updated about progress on `wgsl-rs` including generics support and support for "extensions".


r/rust_gamedev 4d ago

How do you avoid borrow checker pain in large game codebases?

19 Upvotes

Working on a narrative roguelite. The codebase is growing and I keep hitting walls with the borrow checker, especially around systems that need shared access to world state.

So far my approach: split everything into small ECS systems through Bevy. Each system only borrows what it needs. Works ok but I end up with a ton of tiny systems and sometimes the ordering gets complicated.

Tried using events as a buffer between systems that would otherwise need to share state. That helped but adds indirection.

Are there patterns I am missing? I know about interior mutability (RefCell, Mutex) but those feel like fighting the language. Is there a more idiomatic way to handle shared mutable game state that does not involve wrapping everything in locks?


r/rust_gamedev 3d ago

One Question from my side

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0 Upvotes

r/rust_gamedev 3d ago

Baudica RUST

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0 Upvotes

r/rust_gamedev 4d ago

3d complex field simulator in rust wgpu

6 Upvotes

I was gonna upload a more complete full exploration including scale depth up to 12, but my computer wants to crash on me 15 minutes in. So for now, here's this. The torus / spiral formation is because of how I configured the field, it can work on its own but depending on the address space you give it, it manifests in different ways.

The goal here was/is/has been to 'simulate' a reality in a program, but technically this is a simulation of gaussian primes in/as a complex field.

The real breakdown:

This is vibecoded, its a rebuild of a rebuild of a rebuild for a project I've been working on since last June

I barely understand the concepts I utilized to make this, just barely enough to have come up with working ideas which eventually got me to this point
At first, I tried to make this in unity and I don't think I had one successful build last year outside of little webgpu HTML sims for interesting recursion

I can't really give away the sauce when I barely understand the sauce myself, there's a lot of moving parts here. Stuff that I have which I haven't put into the rust version yet. Plans to make a background neural net since I have an RX card which can run it, and then use that neural net to supercharge the sim. And I haven't worked out the full pipeline for that yet

Right now honestly it's a race for me to develop my different ideas as native programs.

Not making any claims about the sim here except that its a complex wave field. Everything about it so far (in terms of emergence) is discrete and not catalogued but I'm working on that part currently. It MIGHT have some sense of 'true emergent physics' or it might just be a violent soup of stuff geometrically bound to be in the shape it is. Or maybe the latter begets the former, who knows.

Right now this is really just an engine not just a mere 'simulation' and my big long term plans are to make actual environments and an engine scaffold for game development (it probably would be a very different kind of game though, and most familiar game features would be emergent or forced phenomena I'd have to steer, but still doable with enough work)

I'm also trying to get this thing into mythical levels of performance. For me, as inexperienced as I am, it's seriously just confusing at times. Seems to run ok for what it is, for what I can get out of it. And my background is in modding games, single script editing, following instructions for long form tasks... So I'm of course out of my depth here again and again as I move through one set of problems to the next


r/rust_gamedev 4d ago

banned on rust for no reason

0 Upvotes

i was banned i rust for cheating when i have a pc that can barely even run rust i hadnt played rust for like a month or so and when i logged back onto my steam acc and hit play on rust it says i had been game banned for cheating when i literally didnt. steam wont even give me refund because i have 20 bours on the game and i tried to get a ban appeal then the

moderator said this...

Owen (Facepunch Studios) May 20, 2026, 14:43 GMT+1 Hello **********, Unfortunately the ban is permanent even if your account was hijacked at the time.  While we understand this can be frustrating we must have a zero tolerance policy for cheating to foster a fair game that players will enjoy. In order for a zero tolerance policy to be effective we must hold users responsible for the security of their account. When using Steam, please see the Account Security Recommendations FAQ to secure your account from attackers. Making a new Steam account after being game banned will result in that account being banned as well.  We do not condone ban evasion.

please help me guys get me in touch with a moderator or something this is the first game that i bought


r/rust_gamedev 4d ago

Using Rust for AI-assisted gamedev — the compiler catches what the AI misses

0 Upvotes

Been building a narrative roguelite with Rust/Bevy. One unexpected benefit: the strict compiler is perfect for AI assisted development.

I use AI to generate a lot of my game logic code. With TypeScript the AI would fix one thing and silently break another. Runtime bugs everywhere, and the AI kept making the same mistakes in new code. Super frustrating.

Moved to Rust and it just stopped happening. The AI makes suggestions, the compiler rejects the bad ones, I iterate. The feedback loop is way tighter.

Bevy's ECS was also a great fit. Game is logic only right now (no rendering), so being able to build everything as pure system transforms without worrying about visuals was huge.

Anyone else using Rust for AI heavy workflows? The compiler as a safety net for generated code has been a game changer.

Dev log: https://old.reddit.com/r/aigamedev/comments/1tqrbd9/


r/rust_gamedev 7d ago

AIRE 0.3.3 - a real-time audio engine for games and interactive applications

18 Upvotes

I'm building a 2D game in my spare time, and at some point I needed audio that went further than what existing crates offered, so I started building my own engine. I studied music technology before I got into software engineering, so audio is an area I want to get right.

If you need something production-ready today, kira is by far more mature. AIRE is more for developers who want an audio engine that eventually understands the environment it's running in, not just one that plays files and applies effects, which in all honesty is what it is right now.

Some highlights:

  • Communication with the audio thread is lock-free, safe to call from any thread without worrying about blocking
  • A band-limited oscillator with six waveforms: sine, saw, sawdown, triangle, square and pulse. PolyBLEP is used for antialiasing, (triangle uses PolyBLAMP)
  • WAV, OGG, FLAC, and MP3 supported, both in-memory and streaming
  • ADSR envelope with linear and exponential curve shapes

What I'm actually working toward is geometry-aware audio using acoustic ray tracing for my game. The idea is to shoot rays from sound sources into the tile world, use the results to derive reverb parameters dynamically, and have the acoustics respond to the environment in real time. That's not there yet, so next up is basic 2D spatial audio, then an FDN reverb.

Repo: https://github.com/Breijen/aire


r/rust_gamedev 9d ago

Rust/Wasm node-based graphics editor Graphite - May 2026 update highlights (vector blending, gradient overhaul, draggable panels, 500+ more changes)

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38 Upvotes

r/rust_gamedev 10d ago

Learn the Basics of Bevy by Building and Deploying Pong to Itch.io

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23 Upvotes

r/rust_gamedev 11d ago

Bevy Game Engine Explained Visually

164 Upvotes

Bevy Game Engine Explained Visually
A visual tour of how Bevy helps you compose complex, emergent games from small independent systems and a data-driven architecture.


r/rust_gamedev 12d ago

Goofy, cartoonish, open-source multiplayer shooter written in Rust with Bevy 👻

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14 Upvotes

r/rust_gamedev 11d ago

question Realistický 1:1 simulátor kamionů v Rustu (Bevy) – koncept, co se vyvíjí s realitou 🇨🇿🇸🇰 Building a 1:1 Truck Simulator in Rust (Bevy) that evolves with real-world highway construction 🚛

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1 Upvotes

r/rust_gamedev 13d ago

Introducing Usagi, a Rust-powered 2D game engine with live reload and cross-platform export

74 Upvotes

I made a small game engine called Usagi for prototyping 2D games as quickly as possible with Lua. It's free and open source and made with Rust + Raylib. After experimenting with using Rhai years ago, I decided to switch to Lua and have been seriously working on the engine and games with it over the past month. I just released v1.0 today and thought it'd be fun to share with the Rust gamedev community.

Here's the project's homepage: https://usagiengine.com/

And you can view the source here: https://github.com/brettchalupa/usagi

The engine is used via a command-line, much like cargo. You can usagi init to create a new project. usagi dev to boot up the dev game that live reloads code and assets. And usagi export to generate cross-platform builds of your game for web, Linux, macOS, and Windows.

My motivation for creating Usagi was that I love using tools like Pico-8 and Love2D for prototyping and game jams. But I wanted a free and open source engine with a nicer developer experience. In particular live reload and easy web exports. Usagi embraces constraints and provides sensible defaults, like a pause menu with input binding, to try to help devs focus on the game rather than the ancillary parts of development.

Since the engine is open source, the hope is that if someone makes a prototype they want to turn into a larger commercial game, they can just fork the engine and customize it themselves, write more bits of it in Rust, and change the API as they see fit.

Rust was a particularly great fit for the project. I've made one public Rust game and a few unreleased smaller ones before Usagi. I experimented with using C, but I really missed cargo and all the crates. Writing tests, working with clippy. Just a great experience, as I think fans of Rust already know.

I'd love it if you check the project out! It wouldn't be possible without the great mlua crate, Raylib, and a bunch of other awesome dependencies.


r/rust_gamedev 12d ago

Low resolution is also a valid aesthetic choice.

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0 Upvotes

r/rust_gamedev 13d ago

Masochistic Devlog Part Two: Main Mechanics (part of it)

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1 Upvotes

r/rust_gamedev 13d ago

TypeKart - A terminal-based type racing game with arcade elements!

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2 Upvotes

r/rust_gamedev 15d ago

question Bevy or Godot Rust?

11 Upvotes

I'm new to rust based develpment, should I use bevy, or godot rust to develop my game?

I would also like pros and cons of each


r/rust_gamedev 14d ago

Testing the performance of my Minecraft clone

4 Upvotes

I've been adding some chunk generation and rendering optimization techniques, and here you can see the performance of the world generation.
I'm still trying to improve it, but I think I can now move on to something bigger. 😛

Previously generated chunks are instantly re-rendered. Even newly generated chunks can keep up with my movement speed.


r/rust_gamedev 14d ago

Bevy-s2n-quic initial version announcement!

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2 Upvotes