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Evening 👋

I like code that's correct, fast and readable. I'd say "in that order" but that would imply one can't have all three.

Games

As you might have noticed, I am a fan of Rust. I also write games in it:

  • RecWars is a free and open source clone of RecWar, a 2D multiplayer tank shooter - 3 vehicle types, 8 weapons, 3 game modes and lots of maps. Still very WIP, but playable. Has a browser version.

    RecWars originally started as a small project to evaluate Rust for gamedev before moving onto a 3D game. Well, turns out everything in Rust is still a bit immature so it's taking way longer than planned. Also kinda because I rewrote the whole thing several times as a "learning experience". But I am getting there, just one more redesign and maybe one more engine switch and everything's gonna be perfect.

  • RustCycles is a fast-paced first-person multiplayer shooter. Except you're not a boring old guy walking around, you're driving a motorbike, you can't stop and you can't go in circles because you're leaving a force-field wall behind yourself. So you better come up with a plan fast before you crash. And you better think clearly under fire because other people are gonna be shooting at you. Know Tron? That, with guns.

    Currently RustCycles is a very early proof of concept developed in parallel with RecWars - both games share a lot of the architecture even though they use different engines.

Cvars

If you also write games, consider my library, cvars. It's a Rust implementation of how games have been storing and managing configs since Quake 1 - tested and proven to work so well that it's still used in Half-Life: Alyx.

The secret? A proc macrto to generate a simple statically typed struct with string accessors. Includes in-game consoles for Macroquad and Fyrox.

Macroquad console

Fyrox console

Martin Taibr's Projects

walkdir icon walkdir

Rust library for walking directories recursively.

winit icon winit

Window handling library in pure Rust

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