Writing a game engine is a daunting task that requires a deep understanding of computer science, software engineering, and game development. Rust, with its focus on safety, performance, and conciseness, is an excellent language for building a game engine. In this article, we will explore the 7 steps to writing a game engine in Rust, from setting up the project to implementing graphics and physics.
Step 1: Setting Up the Project
Before we dive into the code, we need to set up our project. We will use Cargo, Rust's package manager, to create a new project. Run the following command in your terminal:
cargo new game_engine
This will create a new directory called game_engine
with a basic Cargo.toml
file and a src
directory. We will add our dependencies to the Cargo.toml
file as we progress.
Choosing the Right Dependencies
For a game engine, we will need to handle graphics, input, and physics. We will use the following dependencies:
winit
for window management and input handlingwgpu
for graphics renderingnalgebra
for linear algebra and vector calculationsrapier
for physics simulations
Add the following lines to your Cargo.toml
file:
[dependencies]
winit = "0.27.3"
wgpu = "0.13.1"
nalgebra = "0.31.1"
rapier = "0.10.0"
Step 2: Building the Window and Input System
Our game engine will need a window to render graphics and handle user input. We will use winit
to create a window and handle input events.
Create a new file called window.rs
in the src
directory and add the following code:
use winit::{
event::{Event, VirtualKeyCode},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
pub struct Window {
event_loop: EventLoop<()>,
window: winit::window::Window,
}
impl Window {
pub fn new() -> Self {
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Game Engine")
.with_width(800)
.with_height(600)
.build(&event_loop)
.unwrap();
Window { event_loop, window }
}
pub fn run(&mut self) {
self.event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Wait;
match event {
Event::WindowEvent { event,.. } => match event {
winit::event::WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
winit::event::WindowEvent::KeyboardInput {
input:
winit::event::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
_ => (),
},
_ => (),
}
});
}
}
Step 3: Implementing Graphics Rendering
Our game engine will use wgpu
to handle graphics rendering. We will create a new file called renderer.rs
in the src
directory and add the following code:
use wgpu::*;
pub struct Renderer {
device: Device,
queue: Queue,
config: SurfaceConfiguration,
surface: Surface,
}
impl Renderer {
pub fn new(window: &Window) -> Self {
let instance = Instance::new(Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&RequestAdapterOptions {
power_preference: PowerPreference::default(),
force_fallback_adapter: false,
compatible_surface: Some(&surface),
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&DeviceDescriptor {
label: None,
features: Features::empty(),
limits: Limits::downlevel_webgl2_defaults(),
},
None,
)
.await
.unwrap();
let config = SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: surface.get_supported_formats(&adapter)[0],
width: window.window.inner_size().width,
height: window.window.inner_size().height,
present_mode: PresentMode::Fifo,
};
surface.configure(&device, &config);
Renderer {
device,
queue,
config,
surface,
}
}
pub fn render(&mut self) {
let frame = self.surface.get_current_texture().unwrap();
let view = frame
.texture
.create_view(&TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&CommandEncoderDescriptor::default());
{
let _render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::BLACK),
store: true,
},
})],
depth_stencil_attachment: None,
});
}
self.queue.submit(std::iter::once(encoder.finish()));
frame.present();
}
}
Step 4: Implementing Physics Simulations
Our game engine will use rapier
to handle physics simulations. We will create a new file called physics.rs
in the src
directory and add the following code:
use rapier::na::{Isometry3, Vector3};
use rapier::physics::{PhysicsEngine, RigidBody, RigidBodySet};
pub struct Physics {
physics_engine: PhysicsEngine,
rigid_body_set: RigidBodySet,
}
impl Physics {
pub fn new() -> Self {
let mut physics_engine = PhysicsEngine::new(Vector3::y_axis());
let rigid_body_set = RigidBodySet::new();
Physics {
physics_engine,
rigid_body_set,
}
}
pub fn add_rigid_body(&mut self, position: Isometry3) {
let rigid_body = RigidBody::new(position);
self.rigid_body_set.insert(rigid_body);
}
pub fn simulate(&mut self) {
self.physics_engine.step(&mut self.rigid_body_set);
}
}
Step 5: Integrating the Window, Graphics, and Physics
Now that we have implemented the window, graphics, and physics, we need to integrate them. We will create a new file called main.rs
in the src
directory and add the following code:
use window::Window;
use renderer::Renderer;
use physics::Physics;
fn main() {
let mut window = Window::new();
let mut renderer = Renderer::new(&window);
let mut physics = Physics::new();
window.run();
renderer.render();
physics.simulate();
}
Step 6: Handling User Input
Our game engine needs to handle user input. We will add the following code to the window.rs
file:
pub fn handle_input(&mut self) {
for event in self.event_loop.poll_events() {
match event {
Event::WindowEvent { event,.. } => match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::W),
..
},
..
} => println!("W key pressed"),
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::S),
..
},
..
} => println!("S key pressed"),
_ => (),
},
_ => (),
}
}
}
Step 7: Adding Game Logic
Finally, we need to add game logic to our game engine. This will involve creating game objects, updating their positions, and handling collisions.
We will create a new file called game.rs
in the src
directory and add the following code:
use physics::Physics;
use renderer::Renderer;
pub struct Game {
physics: Physics,
renderer: Renderer,
}
impl Game {
pub fn new() -> Self {
let physics = Physics::new();
let renderer = Renderer::new();
Game { physics, renderer }
}
pub fn update(&mut self) {
self.physics.simulate();
self.renderer.render();
}
}
We have now completed the 7 steps to writing a game engine in Rust. Our game engine can handle window management, graphics rendering, physics simulations, user input, and game logic.
FAQ Section:
What is the best language for building a game engine?
+Rust is an excellent language for building a game engine due to its focus on safety, performance, and conciseness.
What dependencies are required for building a game engine in Rust?
+The required dependencies include winit for window management, wgpu for graphics rendering, nalgebra for linear algebra, and rapier for physics simulations.
How do I handle user input in a Rust game engine?
+User input can be handled by using the winit library to poll events and match keyboard input.