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Does anyone know if Embark are still using a lot of rust in their production games? They seem to be a very well funded studio (lots of employees, big fancy offi
by zith 2y ago
Does anyone know if Embark are still using a lot of rust in their production games? They seem to be a very well funded studio (lots of employees, big fancy office, competes with other AAA FPS-games). I wonder if these experimental-sounding projects have given way to more classic tech in the churn of building games that are profitable.
- rob74 2y agoAccording to the article, Rust is (or was) used in the kajiya renderer and in the "creative platform", not in their production games: > Our Rust project has different requirements than a video game. It’s a platform that will enable everyone — not just professional game makers — to build new small interactive experiences. The kajiya renderer is available on GitHub, but contributions have slowed down since mid 2022: https://github.com/EmbarkStudios/kajiya/graphs/contributors https://github.com/EmbarkStudios/kajiya/graphs/contributors The "creative platform" is now apparently available under wim.live (and has a twitter account called @createplaywim): https://wim.live/en/ https://wim.live/en/ - but the website only seems to play a video, I couldn't find any other functionality. They seem to be using Rust in a lot of tools though: https://github.com/EmbarkStudios https://github.com/EmbarkStudios
- whizzter 2y agoThe author of the linked article (and Kajiya) quit Embark to work on an indie title with his wife around mid 2022 if memory serves me right.
- kg 2y agoOne obstacle is that at least one of the major console vendors prohibits using anything other than C++ plus their official compiler. So shipping on that platform using i.e. Rust, Swift, C# is currently against the rules. (Unity gets an out here since they compile C# down to C++ using IL2CPP.) I expect some studios are just quietly breaking the rule and not telling anyone, but I'd be worried, personally.
- grafs50 2y agoWhich console vendor is that?
- kevingadd 2y agoThey get really upset if you disclose things like that :)
- Thegn 2y agoMy gut says Nintendo, because Microsoft doesn't give a shit what you use as long as you write for them, and Sony doesn't feel like they'd be that petty.
- neonsunset 2y agoYou can ship games for Nintendo with private modification of NativeAOT + FNA: https://viridiansoftware.com/blog/csharp-on-game-consoles https://viridiansoftware.com/blog/csharp-on-game-consoles
- dewbrite 2y agoBut Microsoft _does_ have a widely known C++ compiler. I doubt Sony does. Does Nintendo?
- jdright 2y agoSony
- watermelon0 2y agoWhat would the reasoning for such a decision be?
- vrmiguel 2y agoCrossCode was written in JS/HTML5 and was ported over to consoles just fine, though. They mention stuff like "an interpreter which translates the [JavaScript] code but locks it up in a cage"¹, their presentation² mention JS interpreters and a JS AoT compiler, so I'm not really sure how they did it ¹: https://www.radicalfishgames.com/?p=6892 https://www.radicalfishgames.com/?p=6892 ²: https://www.youtube.com/watch?v=KfBzlzvt8RU https://www.youtube.com/watch?v=KfBzlzvt8RU
- henriquecm8 2y agoThe games embark has released are made in Unreal Engine, maybe the game using rust hasn't been released yet.
- cyber_kinetist 2y agoNope, their two flagship games (The Finals, and the soon-to-be-released Ark Raiders) are all using Unreal Engine. Seems that they're trying to earn money by shipping games in Unreal first, while developing their Rust-based engine behind the scenes.
- molenzwiebel 2y agoTheir Rust game is currently in closed alpha: https://wim.live/en/ https://wim.live/en/. Last time I tried it, they were working on integrating wasm support for user-accessible custom scriptable scenarios (a la Roblox).