I made a Voxel Engine with Rust (NO GAME ENGINE)

Time to LEVEL UP my graphics programming skills by making a Voxel Engine from scratch using the Rust programming language.

I’ve been considering remaking my Unity voxel rpg game using Rust, this is my first test to see if I’m capable of doing a 3D voxel rendering application.
I managed to implement voxel rendering, chunk management, flying camera and simple lightning. Future plans is to optimize the code, I have not done any benchmarks, but it does need some speed improvements.

This was made using wgpu-rs which is a wrapper over OpenGL, DirectX, Vulkan, Metal or WebGPU.

The voxel project is open source here!

Want to support me?

Graphics rendering api:

The tutorial I followed to learn wgpu:

Relevant resources that may help when learning how to make a voxel engine:

A note on these videos, I think they do a great job in showing the realities of making a voxel engine, and at the same time providing good information on how it works.

Voxel Game Mesh Optimizations by @Hopson

I Made Minecraft in 24 Hours by @Sam Hogan

Making Minecraft from scratch in 48 hours (NO GAME ENGINE) by @jdh

The voxel game I was talking about that I’m considering remaking:
Adding Flying to my Voxel Game: https://youtu.be/6eLDNrnshhg

#rust #rustlang

What is GEEK

Buddha Community

I made a Voxel Engine with Rust (NO GAME ENGINE)
Autumn  Blick

Autumn Blick


Game Development with .NET

We’ve launched a new Game Development with .NET section on our site. It’s designed for current .NET developers to explore all the choices available to them when developing games. It’s also designed for new developers trying to learn how to use .NET by making games. We’ve also launched a new game development Learn portal for .NET filled with tutorials, videos, and documentation provided by Microsoft and others in the .NET game development community. Finally, we launched a step-by-step Unity get-started tutorial that will get you started with Unity and writing C## scripts for it in no time. We are excited to show you what .NET has to offer to you when making games. .NET is also part of Microsoft Game Stack, a comprehensive suite of tools and services just for game development.

A picture of a game controller

.NET for game developers

.NET is cross-platform. With .NET you can target over 25+ different platforms with a single code base. You can make games for, but not limited to, Windows, macOS, Linux, Android, iOS, Xbox, PlayStation, Nintendo, and mixed reality devices.

C## is the most popular programming language in game development. The wider .NET community is also big. There is no lack of expertise and support you can find from individuals and user groups, locally or online.

.NET does not just cover building your game. You can also use it to build your game’s website with ASP.NET, your mobile app using Xamarin, and even do remote rendering with Microsoft Azure. Your skills will transfer across the entire game development pipeline.

logos of some gaming platforms supported by .NET

Available game engines

The first step to developing games in .NET is to choose a game engine. You can think of engines as the frameworks and tools you use for developing your game. There are many game engines that use .NET and they differ widely. Some of the engines are commercial and some are completely royalty free and open source. I am excited to see some of them planning to adopt .NET 5 soon. Just choose the engine that better works for you and your game. Would you like to read a blog post to help you learn about .NET game engines, and which one would be best for you?

#.net #.net core #azure #c# #game development #azure #cryengine #game developers #game development #game development with .net #game engines #games #monogame #playfab #stride #unity #visual studio #waveengine

Serde Rust: Serialization Framework for Rust


*Serde is a framework for serializing and deserializing Rust data structures efficiently and generically.*

You may be looking for:

Serde in action

Click to show Cargo.toml. Run this code in the playground.


# The core APIs, including the Serialize and Deserialize traits. Always
# required when using Serde. The "derive" feature is only required when
# using #[derive(Serialize, Deserialize)] to make Serde work with structs
# and enums defined in your crate.
serde = { version = "1.0", features = ["derive"] }

# Each data format lives in its own crate; the sample code below uses JSON
# but you may be using a different one.
serde_json = "1.0"


use serde::{Serialize, Deserialize};

#[derive(Serialize, Deserialize, Debug)]
struct Point {
    x: i32,
    y: i32,

fn main() {
    let point = Point { x: 1, y: 2 };

    // Convert the Point to a JSON string.
    let serialized = serde_json::to_string(&point).unwrap();

    // Prints serialized = {"x":1,"y":2}
    println!("serialized = {}", serialized);

    // Convert the JSON string back to a Point.
    let deserialized: Point = serde_json::from_str(&serialized).unwrap();

    // Prints deserialized = Point { x: 1, y: 2 }
    println!("deserialized = {:?}", deserialized);

Getting help

Serde is one of the most widely used Rust libraries so any place that Rustaceans congregate will be able to help you out. For chat, consider trying the #rust-questions or #rust-beginners channels of the unofficial community Discord (invite: https://discord.gg/rust-lang-community), the #rust-usage or #beginners channels of the official Rust Project Discord (invite: https://discord.gg/rust-lang), or the #general stream in Zulip. For asynchronous, consider the [rust] tag on StackOverflow, the /r/rust subreddit which has a pinned weekly easy questions post, or the Rust Discourse forum. It's acceptable to file a support issue in this repo but they tend not to get as many eyes as any of the above and may get closed without a response after some time.

Download Details:
Author: serde-rs
Source Code: https://github.com/serde-rs/serde
License: View license

#rust  #rustlang 

Juned Ghanchi


AI in Game Development - ITChronicles

For some years, artificial intelligence (AI) has been penetrating almost all digital spaces. After playing an instrumental role in digital communication and real-time problem-solving in many industries, AI in game development is expanding too. The significant impact of AI has played an instrumental role in the mobile and console game industry’s success.

AI has taken game development to new heights. AI helps to ensure greater satisfaction for gamers by addressing their objectives and concerns. AI also helps game developers come with higher-value additions and revisions based on data-driven insights,

AI is now showcasing many unprecedented opportunities in the gaming industry besides fulfilling its primary promise of delivering a great gaming experience. Here are some of the key ways AI is affecting the development of modern games.

**AI-Based Player Profiling **

Game developers now include AI-based player profiling within the game frameworks. This offers a game-playing experience that suits the target player profiles’ characteristic elements. You can hire game developers in India who are experts in creating AI-based player profiles equipped and thoroughly trained with game playing styles and different in-game player behaviors. These talented game developers can deliver a highly real-life environment within the game thanks to precise player profiling based on AI technology.

Read More: https://itchronicles.com/artificial-intelligence/ai-in-game-development/

#game development #game programming #game algorithms #game character design

Top Mobile Game Engines & Development Platforms

Mobile game development companies should have a thorough knowledge of the platform on which they are planning to develop the game. Factors like having a large developer community, easy to code, working on both the OS platforms (Android and iOS) must be some of the key features that should be looked at. Moreover, the platform should be such that it should support native as well as cross-platform mobile gaming apps.

Keeping all these in mind, we have prepared a full-throttle list of mobile game development platforms that are in trend and can help you in developing the best gaming product for the targeted audience.

Take a look at the Game Developers’ most preferred Platform & Engines.

#Mobile Game Development Companies #Cross Platform Mobile Gaming Apps #Mobile Game Development Platforms #Mobile Game Development Engines #Game Developers

Awesome  Rust

Awesome Rust


Coffee: An Opinionated 2D Game Engine for Rust


An opinionated 2D game engine for Rust focused on simplicity, explicitness, and type-safety.

Coffee is in a very early stage of development. Many basic features are still missing, some dependencies are experimental, and there are probably many bugs. Feel free to contribute!


And more! Check out the examples to see them in action.


Add coffee as a dependency in your Cargo.toml and enable a graphics backend feature (opengl, vulkan, metal, dx11, or dx12):

coffee = { version = "0.4", features = ["opengl"] }

Rust is quite slow in debug mode. If you experience performance issues when drawing hundreds of sprites, enable compiler optimizations in your Cargo.toml. I recommend level 2 optimizations in order to stay closer to --release performance:

opt-level = 2

Coffee moves fast and the master branch can contain breaking changes! If you want to learn about a specific release, check out the release list.


Here is a minimal example that will open a window:

use coffee::graphics::{Color, Frame, Window, WindowSettings};
use coffee::load::Task;
use coffee::{Game, Result, Timer};

fn main() -> Result<()> {
    MyGame::run(WindowSettings {
        title: String::from("A caffeinated game"),
        size: (1280, 1024),
        resizable: true,
        fullscreen: false,
        maximized: false,

struct MyGame {
    // Your game state and assets go here...

impl Game for MyGame {
    type Input = (); // No input data
    type LoadingScreen = (); // No loading screen

    fn load(_window: &Window) -> Task<MyGame> {
        // Load your game assets here. Check out the `load` module!
        Task::succeed(|| MyGame { /* ... */ })

    fn draw(&mut self, frame: &mut Frame, _timer: &Timer) {
        // Clear the current frame

        // Draw your game here. Check out the `graphics` module!

Browse the documentation and the examples to learn more!

Implementation details

Coffee builds upon

  • winit for windowing and mouse/keyboard events.
  • gfx pre-ll for OpenGL support, based heavily on the ggez codebase.
  • wgpu for experimental Vulkan, Metal, D3D11 and D3D12 support.
  • stretch for responsive GUI layouting based on Flexbox.
  • glyph_brush for TrueType font rendering.
  • gilrs for gamepad support.
  • nalgebra for the Point, Vector, and Transformation types.
  • image for image loading and texture array building.

Contributing / Feedback

I am quite new to Rust, systems programming, and computer graphics. I am learning along the way as I build the engine for a game I am currently developing. I am always glad to to learn from anyone.

If you want to contribute, you are more than welcome to be a part of the project! Check out the current issues if you want to find something to work on. Try to share you thoughts first! Feel free to open a new issue if you want to discuss new ideas.

Any kind of feedback is welcome! You can open an issue or, if you want to talk, you can find me (and a bunch of awesome folks) over the #games-and-graphics channel in the Rust Community Discord. I go by @lone_scientist there.

Credits / Thank you

  • ggez, an awesome, easy-to-use, good game engine that introduced me to Rust. Its graphics implementation served me as a guide to implement OpenGL support for Coffee.
  • Kenney, creators of amazing free game assets with no strings attached. The built-in GUI renderer in Coffee uses a modified version of their UI sprites.

Download Details:
Author: hecrj
Source Code: https://github.com/hecrj/coffee
License: MIT license

#rust #rustlang #game #wgpu