Programming Veloren - the multiplayer voxel RPG written in Rust

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This session Joshua Barretto (zesterer) joined us to talk through the evolution of Veloren - one of the largest games ever written in Rust.

Veloren is a multiplayer voxel RPG written in Rust and totally open source. It is inspired by games such as Cube World, Legend of Zelda: Breath of the Wild, Dwarf Fortress and Minecraft, and Joshua has been part of it from its very beginning. Joshua gave us a really inspiring presentation, which covered: the game's humble beginnings, the lessons learned along the way, moving from an actor model to an entity component system model, use of procedural world generation (including simulated erosion and sediment deposition!), introducing animations, handling hundreds of simultaneous online players, and more.

For more info about Veloren check out:

Some other Rust, game dev and graphics programming links:

Presenter(s): Joshua Barretto

Meetup info:

You can also find us on discord, drop us a message to be sent the link.

Big thank you to Esri for sponsoring our meetup page
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I haven't played this game much but I love the feeling I got from the discord and seeing how devs collaborate so much. Love what you guys are doing

chueki
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Me watching this when i had a discussion with devs and 1 day later WE now have visualy fonctional door

skaners
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Excellent and rewarding presentation and development saga. Thank you all.

RonSheely
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I'm working on a small voxel engine in my free time. This video is a lifesaver.

toksic
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really awesome, I'll have to try find if there is a more recent update to this or new presentation

havocthehobbit
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Great talk, look forward to playing this game.

aiengineeringbrief
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Thanks for open sourcing this.
Does anyone have any thoughts regarding collision detection on one of the client machines? It would be like a frame or two behind but I don't think they'd notice. Thinking one client machine for multiplayer groups of up to 30 or so (not massive), would handle the collision detection needs, especially if they have a gpu available. Just take some of the load off the server, and use the server mostly for networking. Just a thought I've been rolling around lately (it's a cost saver as I see it). If that client doing collision detection stops connecting, the server chooses a new client to do collision detection.

jeffg
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ain't played this game yet but I've seen it around and it looks quite polished compared to some of the games that think their source code is something special to be kept secret and expect you to pay for them.

robertdeckard
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How do you guys handle such large world height? How much memory is it using and what optimization have you done to the voxel engine to get it to render that many cubes?

maazali
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Don't worry I also stutter when tired or stressed

abduljabbarazam
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It's honestly so annoying they went with rust for an open source game. I think a more standard language for game dev would have been so nice.

toe_gap
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