Welcome, say hello!

(Elijah Voigt) #12

Hey :wave: I’m really excited to make games with Amethyst and get involved in the community.

I’ve been learning Rust off and on for a few years and I’m finally feeling comfortable with the language, which feels really good – but I’m still far from expert.

I’ve always wanted to make games and after sampling the different Frameworks in Rust’s ecosystem, Amethyst seemed like a solid tool with an energetic community. Obviously it’s not as polished and feature rich as Unreal 4, but for a hobby Amethyst is juuuust right :smile: I especially like that Amethyst leans so heavily on existing libraries in the ecosystem; projects that re-invent the wheel not only have clunky tools but terrible documentation :stuck_out_tongue:

My first project is a small card game written in Specs which I’m planning to port to Amethyst. I’m sure I’ll be posting tons of questions about ECS and rendering in the next few months. :thinking:

(Patryk Budzyński) #13

Hi! I’m Patrick and i’m using Rust for more than 1.5 years and now i love it (as much i hated it when i started :D). I’ve always worked with games and mostly game engines and game systems.

I’m working on a couple of gamedev-related crates such as Kaiju (modern embeddable assembly language) that allows to embed it into game and make player be able to code some things in games. Currently i’m working on Psyche AI toolset that is AI system based on approximation of neurobiological processes combined with evolution of the brain structure by offsprings and mutations.

I’m here to get to know amethyst to hopefuly make some new demos for Psyche and other crates and if possible help this community with their work :slight_smile:

(Fletcher) #14


Neural net evolved by GAs? Did you write these in Rust?

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(Patryk Budzyński) #15

It does not looks like any of the typical enural nets so i believe answer to this question would be: nope.

And yes, i write all of it in Rust, here is repo:

There is no documentation yet, because it does not yet have a demo project that will show a full potential of it and because of that i’m here to start that grand vision demo in amethyst (virtual robot designer that will serve as simulator and playground for evolving best brain that i’ll put into real life robot machine i’m making).

(Caleb Leak) #16

Hello! I’m Caleb, an engineer here in Silicon Valley. I’m still learning Rust, but I’m pretty excited about Amethyst (and especially Rendy integration).

My day job is at a computer vision company focused on autonomous machines (self-driving cars and such). I split my time between C++/CUDA and Python/pytorch. I’ve worked at a variety of companies such as BitTorrent, IBM, Oculus/Facebook, and Google.

I love working with voxels and I write articles occasionally: https://medium.com/@calebleak. I’m hoping to do more voxel rendering in Amethyst.

(Fletcher) #17


Us too. =) May 1st is our target date to have the bulk of the integration work done.

(Chris Burnor) #18

Chris here. I’m a Silicon Valley engineer mostly doing backend web services mostly in Scala but have a good amount of experience with Java, Python and love playing with new languages. It’s wonderful to use a powerful and expressive type system along real memory control (it feels refreshing to leave GC land).

I’ve always wanted to make a Roguelike and would like to contribute more to OSS so hopefully in attempting the former, I’ll achieve the latter.

(Jakob T Rypdal) #19

Hello boys and girls, my name is
Jakob Terjesønn Rypdal👋

I’m sort of a music composer I suppose and have been playing around and working with music since I was a wee lad.

I’m a close friend of @erlend_sh
and got involved in this project via him.

Super psyched to help in any audible way!

I looove videogames and I’m really interested in game music, it’s definitely something I would like to do alot of, so don’t hesitate to contact me if you need music, sounds or fx.

I work from home (Oslo, Norway)
where I got a home studio with a bunch of weird stuff.
Also my daw is Logic.

(Zicklag) #20

Hey everybody!

I’m a programmer passionate about Open Source and over here because I think that Rust is the best language you could write a game engine in. ( And the best language you could write anything that you would otherwise write in C or C++ :wink: ) Me and my team are planning on making a full blown Blender integration for Amethyst ( see this post ) and have high hopes for making our own games with it.

Together with my team I want to make clean video games for the glory of God.

(Aaron B) #21

Oh my god, I got my start making games with VB as well! It was at school, and that all we had, but man we sure tried our best to make all the boring form elements into resources for games! Cheers!

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Hey folks!

I’m @druerridge (handle: stopthief), and I work regularly with @andreduvoisin on hobby projects like our first rust game. We both have a number of years working in the games industry professionally, and met each other many years ago while working on a hobby project, an online RTS/MOBA hybrid called The Maestros.

Tragically, neither one of us have made a contribution to a larger open source project before. After looking at and toying around a bit with Amethyst though, we got very excited about the work ya’ll are doing. What’s more, we decided it’d be a great place for us to make our first open source commit. We’re pretty keen on rust and have spent about 100-200 hours in it over 18 months (slowly but surely). We feel like we’re beyond “fighting the borrow checker” phase into the “I built this, but is it rusty?” phase. As such, we are hungry for advice on how to do things in a more “rusty” way, and look forward to the review process!

I was hoping for some help on the process. I saw your “good first issue” tag, and even cracked open a few other issues, but I’m still a little unsure. A) If we find an issue we feel confident in, do we just assign ourselves and start working on a fork? B) Are there other things beyond the “good first issue” stuff that people think it’d be good for us noobs to start contributing? I can’t promise we’ll be pushing quickly, as we only pair-program about 2-3 hours a week. However, we are very consistent at getting things done, and are committed to getting something small all the way through the process.

(Joël Lupien) #23


Yes :slight_smile:

You can pretty much take any issue that is not already claimed and that doesn’t have any associated rfc.

Feel free to ask questions on discord, here or on github if you need help!

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(Erlend Sogge Heggen) #24

Our showcase game Evoli can also be a good way to get your feet wet :point_down:

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Thank you both, @jojolepro and @erlend_sh for your replies, those were helpful! We may make evoli our first commit because we’re pretty familiar with basic gameplay engineering, though still deciding - we’ll likely begin work in July.

Thanks again!

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(Rob Stuglik) #26

Hello everyone,

I’m very inexperienced with programming, never been employed as a programmer, but I’d like to switch over so Im learning Rust on my off time. Amethyst seems like a great way to learn, and I’m happy you’re all here posting.

edit: Im also on the discord

(OvermindDL1) #27

Huh, no clue how I haven’t spoken here yet… ^.^;

Well I’ve been programming for about 35 years, started with assembly (on commodore systems) and basica (IBM 8088 systems), of course made little tiny games in basica and qbasic as a kid. Eventually hit pascal, then C, then C++ for about a decade, then the Internet came out and started learning about every language I could, C++ remained my love and best language (some of my old code and PR’s still exist in (very-)often-used libraries out). Eventually got jobs doing programming as a side, then my primary work. Currently working in/as I.T./Admin/Teaching at a low-income college as the only programmer for back-end systems here.

Made dozens of game engines for varieties of styles over the past ~25 years, culminated in my main big ECS C++ engine combined from a dozen things (SDL1 with OGL2, eventually SDL2 with OGL4, a horror of an input back-end but it supported even multiple keyboards on windows if you ran it with admin, obviously not recommended, etc…) all glued together with an ECS built up and modified and changed over time, highly scriptable, made lots of little demo games in it, nothing really released short of to close friends (I really really hate releasing unfinished things, or even talking about them, I’ve “mostly” gotten over that in my older age though as my public github slowly grows to a fraction of the size of my old cvs/svn server). I first saw amythest being developed a year (or two?) back and become a bit vocal about pushing certain ECS ideas into it as I wanted Amythest to replace my old C++ engine in capabilities (significant performance and moddability was my goals), unsure how much I actually influenced if any, but it was nice to get things I learned and did from my old engine out into the public. ^.^

/me still thinks Amythest needs an Atom64 type like my old engine had, eases scripting interfaces so much while being fast…


Hi all. I am both a gamer and a nerd. not much to say about me

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(Biot023) #29

Hi – I’m currently working (very slowly) on a turn-based strategy game that will be a platform for me to play with evolving a set of AIs for it, mainly.
Then maybe it’ll be nice to make it RTS.
I got into game-related programming years ago by becoming obsessed with artificial life. My experiments have never turned out to be anywhere near as open-ended as I’d hoped, though, so I guess this represents a scaling back of my ambitions in that regard! :slight_smile:
I’ve become rather more sceptical of evolving genuinely new behaviour after reading some of David Deutsch’s criticisms of the field so am turning my interest more towards tuning AI for games. And then maybe I’ll build on any successes I have there and launch the singularity a bit later. :wink:
I’m really liking the ECS-approach so far, although getting past the various states and prefabs (and particularly the learning curve to understand them) to get into the good stuff is a little frustrating atm – but that is why we persist, is it not?
If someone wanted a gentler slope to learning ECS-style game development, they could start with working through the roguelike tutorial book before the Amethyst docs. It’s a totally different kind of game to the Amethyst example so you get a more fully rounded idea of how an ECS approach could work between them.

(Kiffin Gish) #30

Hello everyone! My name is Kiffin and I have spent most of my life (40+ years) in the wonderful world of software development. Now that I have some more time on my hands, I thought that it’d be nice to learn the Rust programming language and hone my skills there by pursuing a life long dream of creating my own future famous game. Rumor has it that Amethyst has much potential, so I figured it’d be an interesting challenge hopping on the band wagon and becoming a more productive human being. As I always say to the younger folk, you’re never too old to learn new stuff.

(Patricia) #31

Hi, I’m Patricia (or Patty), and I’m currently teaching myself game development. I’m really new to programming, so no projects under my belt, but I’m determined to learn the ropes and start making games like the ones that inspired me. I know it would probably have been easier to have just downloaded unreal or unity, but I just loved how easy it was to get started with rust compared to other languages, and after learning that amethyst was doing something similar for rust, I just knew I was going to have to get my hands dirty with it. I can’t wait to get to know the folks here and be able to contribute to discussions.

Bonus fun facts about me:
-My favorite game is Fallout: New Vegas (although Mutant Year Zero is currently giving it a run for its caps)
-I’m trans
-I once rocked out so hard at a school dance I tore my ACL

(edit: i forgot to complete my post before sending it. Oops.)

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