Development


Infrastructure and Release Management All things related to CI/CD, automation, servers, and hosting. It also covers all things involved in Release Management, such as building for platforms, schedules, announcements, etc. Rendering The rendering category is where you can discuss all your interesting pixels you have produced (or want to produce) with others. If you have a rendering technique you would like to see implemented, have other general feedback or want to open an RFC for rendering, this is the place to go to! Mobile Platform This category is for all topics related to running Amethyst-based games on mobile platforms. The primary focus is iOS and Android, but can include any OS meant for portable devices. Documentation This category is for the Documentation Team to talk, plan, and, well, document things. UI The UI category is dedicated to the user interface related systems and design questions.<br> Task board: <a href="https://trello.com/b/pKAOAUdn/ui-team">https://trello.com/b/pKAOAUdn/ui-team</a> Engine The engine category covers topics such as how the various parts of Amethyst fit together. Whether it’s physics, animation, sound, or documentation, post it here! If there are other topics that don’t fit in any other category, you may use this. Editor and Tools In the editor and tools category you can discuss all sorts of tooling surrounding the engine itself. While the editor isn’t made yet, it’s the primary subject of conversations here, mainly because of its size. If you have any ideas or thoughts about it, this is where you put those thoughts! Web The web category is one small but fancy little category, mostly concerning things like styling and server stuff. If you’re just visiting the forums for game development, this isn’t the place to go. If you are interested in web stuff however, you’ll feel right at home. Audio Regarding the development of Amethyst’s audio systems. Scripting This category is for all topic related to integration of scripting languages into the engine. This covers discussion over the engine API, the implementation of new languages and language-specific questions. ECS For discussion about the <a href="https://github.com/slide-rs/specs">specs</a> and <a href="https://github.com/torkleyy/nitric/">nitric</a> projects. Preferably pertaining to their use in conjunction with Amethyst, but exceptions can be made. Networking This category is for discussion of all network and networking sync things. The most relevant crates are: <a href="https://github.com/amethyst/laminar/">https://github.com/amethyst/laminar/</a> and <a href="https://github.com/amethyst/amethyst/tree/master/amethyst_network">https://github.com/amethyst/amethyst/tree/master/amethyst_network</a>.
Topic Replies Created
About the Development Category 1 November 25, 2018
What does your “ECS success story” sound like? 1 May 25, 2019
On origins and projection matrices 2 May 19, 2019
Potential use of compiler plugins in Amethyst? 8 May 8, 2019
Does Specs support multiple components of the same type per entity?
ECS
5 May 15, 2019
Dependency has (fixed) vulnerability, but is no longer compatible 2 May 8, 2019
Share Game Networking Resources 4 April 8, 2019
What's your go-to IDE for Rust (game) development? 16 April 25, 2019
WebAssembly Target 5 December 7, 2018
Script Type Schema v1 18 April 19, 2019
Recommended Reading for Any Programmer 21 December 1, 2018
Documentation portal proposal 5 February 8, 2019
Laminar 0.2.0 3 April 13, 2019
Share Networking Resources 2 April 8, 2019
Octree and ECS, tracking objects
ECS
1 April 6, 2019
Editor inspiration thread! 2 March 25, 2019
Issue with loading SpriteScenePrefab from several files 3 March 25, 2019
Proposal and discussion on a default structure for amethyst projects 8 March 21, 2019
Features for resource management 4 March 20, 2019
Design patterns for NPC behavior
ECS
4 March 17, 2019
Igneous: A path to a usable engine 20 January 29, 2019
Sorting Through the Mio Mess 32 February 27, 2019
Identifiers: Explicit Generics VS Auto-generated + bindings 17 March 3, 2019
Legacy branches and unmaintained changes 1 March 6, 2019
More implementation details on the LuaJIT integration 1 March 2, 2019
The constant cycle of rewriting and how we can put it to an end 20 February 28, 2019
By Popular Request: Basics of Game Networking 1 February 28, 2019
Refactoring audio, seeking input 6 February 5, 2019
Release Management Process 44 November 13, 2018
Amethyst Feature Gates 10 February 12, 2019