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Huh, that is odd. I know there are a bunch of rather new and shakily supported APIs in use, mostly because the Web APIs for gamedev in general are relatively immature. I'm currently working on porting most of the work of binding to wasm to the stdweb crate, because that way more things will be compile-time checked by Rust. It should alleviate these issues. I hadn't actually heard of unrust, having only played with Piston in the distant past and having looked at ggez.

It definitely seems to be more 3D-oriented and more in control of your game state, like an engine. The goal of quicksilver is to primarily handle IO, like drawing, playing sounds, or reading input, and let you use a library like specs to handle state management. Currently it isn't possible to have custom shaders, no. Also, with the macOS deprecation of GL, I'm looking to switch to gfx-rs for the graphics backend, at least on desktop. I do want to provide them but I'm not sure it's feasible. Otherwise, there's not much vector graphics support. I'm definitely open to suggestions on both fronts, as these are things I'd like to support, but don't see an easy way right now.

Btw, how do webgl shaders differ from OpenGL 3. I'm asking because I want to write a desktop renderer for shaders that are loaded from shadertoy using shadertoy to write VJ effects and then importing them in my VJ software that runs on desktop. The differences are sometimes superficial but generally output works differently, attribute declaration is cleaner in WebGL than it is desktop, things like that that prevent shader compatibility.

I do have good news on the vector graphics front: Would this fulfill your vector rendering needs? It would be nice to see an example of shapes moving and colliding, since physics is advertised as being supported, but it does seem pretty cool! I especially enjoyed the raycasting demo. Physics isn't advertised, collisions are; however with the nphysics wasm announcement, it should mesh well considering Quicksilver already integrates with nalgebra and ncollide2d.

Their raycast example shows off the use of ncollide2d.

Quicksilver Wayne bridges the England gap

You have a duplicate example link on the website. The second "Draw Geometry example: Draw a few colored shapes to the screen" link is really a font example. There are so many similarities there that it's very hard to understand why you decided to go your own way.

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I hope you'll consider adding some paragraphs on that reasoning, e. The big distinction to me is that Quicksilver is pure-Rust and can compile for web with wasmunknown-unknown whereas ggez has a dependency on SDL2 and requires emscripten to build for web. Pure Rust was always the plan for ggez and they're in the process of removing their SDL2 dependency. I'm pretty sure that in turn paves the way for a better web story further down the line.


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I get that you're learning a lot by doing everything from scratch, but ggez and Quicksilver are solving so many of the same problems that the amount of double work that is being done is quite disheartening, especially while the the lower parts of the stack glium, winit, gilrs etc. The Rust gamedev ecosystem is still in its infancy; framework fragmentation is not what it needs right now. I don't expect you to stop everything you're doing to join forces with ggez, but I hope you'll keep it in the back of your mind. One such convergence event provided a significant driving force for the Amethyst project when Xaeroxe decided to fold his Nitro engine into Amethyst.

These collaborations help the ecosystem mature a lot faster, benefiting everyone. I see you've reached out to winit to help out with the wasm backend, which would be an exceptionally important contribution!

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It's this type of cross-pollination between projects and convergence of key tooling that makes Rust poised to become a leading programming language for games in the decade to come. In Darkness of the Mountain's Night. The Best of Circlet Press A Man, a Woman, and a Time Machine. Erotic Fantasy Stories, Volume 1. How to write a great review. The review must be at least 50 characters long.

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