we write our WASM modules in Rust as well and share a lot of crates from our native Rust code and GPU Rust code.
19 karma · joined October 9, 2015
we write our WASM modules in Rust as well and share a lot of crates from our native Rust code and GPU Rust code.
but having dynamic global illumination in scenes is huge as anyone can just build a simple scene and the GI will make sure everything fits together nicely, including the warm bounced lighting in the simple colorful scenes.
When we started Embark 3 years ago it was one of our core principles to build games in a new more modern and open way, less massive monolithic closed source C++ repositories and building and working with an open community and modern language instead - and Rust with the wide and friendly ecosystem has been a huge motivation and core part of this. And feels great to be able to contribute back with our experiences, approaches, and concrete open source projects and contributions.
We run this in GitHub Actions for all of our Rust repos, primarily to prevent banned or duplicate dependencies and approved licenses. But also works for verifying the sources of crates to prevent this specific issue now