copygirl
0cd79755d0
|
2 months ago | |
---|---|---|
src | 2 months ago | |
.gitignore | 2 months ago | |
Cargo.toml | 2 months ago | |
README.md | 2 months ago |
README.md
gæmstone Game Engine
Similarly to a certain billionare with his obsession with the letter 𝕏, I have my own issues. More specifically, I want a game engine that allows for content creation and scripting at runtime, and while in multiplayer, without any significant interruptions. It doesn't exist, so I have to write my own.
This has been going on for over a decade, and the name "gæmstone" stuck, thus there's a couple of failed iterations, such as one written in C#. Considering the lack of professionalism in this readme, and by how long this has been going on, you can likely tell the chances of any semblance of success are very low. However I've had a lot of fun writing my own "toy" ECS in Rust, and I just like sharing my code for others to see, maybe get inspired by, so here you go!
The idea is to have a sufficiently dynamic Entity Component System (ECS) at the core, inspired by Flecs, to support both runtime creation and deletion of components, as well as first-class support for entity relationships. Then throw in some wasmtime for scripting. As for windowing, events, rendering and such.. who knows? Maybe WebGPU.