Intro This is my take on using Legion ECS with Godot and Rust. The core premise of this is one Godot node that holds the schedules, and executes them in _process and _physics_process respectively. For information on how to use GDNative with Rust and Godot see the previous post: Up and running with Rust and Godot: A basic setup. Setup the GameWorld Start by adding a Godot node, and name it…
Intro This is a short guide to get going with Rust and Godot 3.2. This is written with Linux in mind but most of the knowledge should be transferable to MacOS and Windows. Prerequisites: Godot 3.2 Rust (at the time of writing version 1.41 was used) Step 1: setting up a new Rust project Create a new rust project: cargo new --lib mygame.
Intro In my previous post I wrote about building a pubsub server instead of a chat, however this time I want to focus on simple connection handling using sonr_extras, and rather than introducing a new dependency to the otherwise large pubsub example we’ll start from scratch. Source code for the project is available on github. UPDATE: As of 29th of April 2019 sonr_extras was updated on…
Intro This is part 2 of “Building a pub/sub server with Sonr”. Part 1 is available here. Publisher We will jump straight in building the publisher. This is the biggest piece of code so far in this project. src/subscriber.rs 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 use std::collections::HashMap; use sonr::Token; use sonr::reactor::{Reactor, Reaction}; use sonr::errors::Result…
Intro This is the first of two posts, where we will go over how to build a basic pub/sub server in Rust using Sonr. By the end we’ll have a multi threaded pubsub server, where you can subscribe to channels, and publish plain text messages to other subscribers. When it comes to network programming it seems like a chat is the equivalent of “Hello, world!”, but rather than making…
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