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Parin 是一个用 D 语言编写的 2D 游戏引擎,定位介于轻量库 raylib 与大型引擎 Godot 之间,强调代码驱动、模块化和开箱即用,内置像素物理、对话系统、动画与瓦片地图等常用功能。
Linus Ekenstam 和 Argon 开发了据称最小、最轻量的基于物理的 3D 引擎(Impulse),使用 Rust 编写并通过 WebAssembly 在浏览器运行,仅约 90KB 却能处理约 20,000 个物理体和 2,000 个同时碰撞,保持 120 FPS。
Curated highlights from an AMA with the developer of Way of Rhea, a puzzle game built in Rust over six years, covering Rust game dev pain points, custom engine trade-offs, and indie launch lessons.
Quake 被移植到安全 Rust 并可通过浏览器直接游玩,作者以 Show HN 形式发布了该项目及在线演示。
CedarDB ported the original 1993 Doom's game logic and BSP-based renderer entirely into SQL queries, running the game loop at 35 FPS with a full playable deathmatch demo inside the database.
GitHub announced that its annual Game Off game jam returns November 1, 2026, challenging individuals and teams to build a game in November using any language, engine, or library, with the theme to be revealed at 13:37 PT.
A social media post where the author shares their belief that game development is among the top three most meaningful and valuable ways to spend time right now.
Jev can generate game levels in real time, offering faster and cheaper structured output that could significantly impact game development.
Zig language performs well in game development, with seamless C interop and fine-grained memory control, suitable for developers who prefer low-level control. Although the language is still young, with issues like weak LSP and incomplete documentation, it is worth trying in 2025.
After 3 years and 100k lines of Zig game logic code, using Zig alongside a C++ engine proved to be a lightweight and efficient development experience. Despite the language not yet being stable, the positive changes far outweigh the inconveniences.
Bevy 0.19, a major update to the Rust game engine, introduces next-generation scenes (BSN format), faster rendering with more GPU work, contact shadows, new UI widgets, text input support, post-processing effects, and more.
MIT students turned an entire building into a playable giant Tetris by fitting every window with LEDs.
Analysis showing that Michael Abrash's hand-crafted assembly optimizations nearly doubled Quake's framerate compared to pure C compilation.