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Rusty roguelike macroquad #119
Rusty roguelike macroquad #119
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Yikes. That was fast 😅. It's going to take some time to review; sorry for this, but these are reference projects, and this project is also in its infancy, so I need to set the standars, put it on my schedule etc. 😄 I leave no PR unturned, though 😄 I'll ping you on the next week. |
The author of Macroquad @not-fl3 might also have ideas for best practices in this example. |
That's a very good idea. What do you think of adding the engine maintainers as collaborators with read permissions, so that they could be requested to review (assuming I understand the collator permissions correctly), if they agree? |
Yeah, I’m pretty sure it’s not up to par for best practices in neither Macroquad nor Rust. It might need some work to be a good example. |
Interesting, this is actually the project with Bracket-lib replaced by Macroquad (I thought the ECS part was ripped out, but it's been kept, which is ok, of course). I'm in the process of updating the rust-game-ports project for general release, and discuss the port design priciples etc. (see starter here). I'll ping back once the discussions are done 😄 |
I've had a first look and I think it looks good. The good side of immediate mode libraries is that there's really nothing to design, so it's hard to get it fundamentally wrong 😂 We're in the process of defining the acceptance guidelines, most importantly, the high level ones (I'm done with the low level ones, which I think are reasonable). After they're set, I/we are going to have a better look, then we'll follow up 😄 |
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Looks good! Thanks for the contribution
I've solved the conflicts; will merge shortly.
An implementation in Macroquad of the Rusty Roguelike from the book Hands-on Rust by Herbert Wolverson.