Experimental C++11 multi-platform 3D engine(github.com) |
Experimental C++11 multi-platform 3D engine(github.com) |
Oryol is a great new take on some of the core concepts of Nebula 3, but in a C++11 environment and being able to rely upon more modern compilers, libraries, etc.
If so, I remember you from my nebula hacking days 10-15 years ago. Man, I'm so old.
Obviously not disagreeing given that Rust is still pre-1.0, but I'd be interested in hearing what you see as the big stumbling blocks; is it just library/tooling/ecosystem maturity, or do you have major reservations about the language as it stands?
It runs and builds on OS X/Windows/Linux, and includes a built-in content IDE, and full lua integration, with a lua script editor built in the IDE— theoretically you can make whole games from within Polycode's IDE, but I personally prefer to work with it in raw C++, and use the IDE for creating and importing content for a game.
https://github.com/ivansafrin/Polycode
Polycode is currently lacking support for web, iOS, and Android, but it's on the roadmap.
Anyway, nice engine you've got going! Gonna have to try out the demos and see how it works!
Rust programs also seem to produce big binaries, even with LTO, which would be another strike against it for web delivery.
http://www.reddit.com/r/rust_gamedev/comments/2n0x08/emscrip...
https://github.com/rust-lang/rust/pull/20218
"It's quite possible that small programs don't use all of jemalloc, and building with -ffunction-sections and -fdata-sections allows the linker (via --gc-sections) to strip out all unused code at link time. This decreases the size of a "hello world" executable for me from 716K to 482K with no measurable impact on link time. After this patch jemalloc is still the largest portion of our hello world executables, but this helps cut down on the size at least somewhat!"