• 74 Posts
  • 137 Comments
Joined 9 months ago
cake
Cake day: October 14th, 2023

help-circle












  • Thanks. Hoping to figure this out around $500. I don’t need loads of power so that should help the budget.

    I don’t have experience with amp modellers in the FX loop. This works differently from multi-fx pedals with preamp simulations? I plug my guitar into my GT-1, which goes into the instrument input of my amp (a Rumble 100). No matter what I tweak with this setup, I fail to get it to sound believably “classic rock” so far.


  • Ah yes I should’ve specified. It’s a Rumble 100. Yeah, that’s a bass amp as I was primarily playing bass when I bought it. It does sound surprisingly excellent when I play clean-ish guitar through it, but with the GT-1 I can’t quite get a satisfying overdrive tone, no matter what pre-amp simulation I select on the GT1. With the amp set to clean, 0 gain. The master volume is plenty to make it loud. But yeah, I just can’t get this combination to reproduce what I’m looking for.

    Perhaps it’s the speaker cone itself which is holding it back. I hadn’t considered that yet. Thanks.














  • It’s not like Rust is the first language which requires you to reason about ownership. People still write tons and tons of C++. Rust is much faster to write than C++ in my experience, because ownership is checked by the compiler instead of requiring the human programmer to constantly think and reason about.

    I wouldn’t write gameplay code in Rust like I posted above, but most of the complaints about the borrow checker making Rust somehow exceptionally hard to write are overblown imo. There’s a learning curve but then it makes sense.



  • Completely agree with all those points.

    The author seems to be a enthusiastic coder and made several game engines in Rust. I’m not sure why they didn’t hook up some hot-reloadable scripting to their engine, call it good, and build games. Probably less work than writing this very long article :)

    Yeah I would probably not use Bevy either if the only option is to write all gameplay code in Rust. It doesn’t seem like the best tool for the job.


  • farcaster@lemmy.worldtoRust@programming.devLeaving Rust gamedev after 3 years
    link
    fedilink
    arrow-up
    12
    arrow-down
    1
    ·
    edit-2
    2 months ago

    I’ll grant C# is easier to iterate with. But C/C++, i don’t think so. You still have to carefully consider ownership with those, just like Rust, and refactoring can be laborious. Except with Rust once it compiles your code is probably correct, ownership-wise, which iterates considerably faster than running C++ code and getting segfaults (or data races)…

    I helped ship multiple games. All of them used scripting languages, like Lua or in-house, for gameplay code. It makes sense for iteration.

    Oh and C# and Java come at a cost, of course. It’s easy to write them, I’m a big fan of C#’s design, but its overuse is also how we ended up with so many relatively simple indie games which consume gigabytes of memory and constantly drop frames stalling for GC. Nothing is without tradeoffs.