Johan, CTO at Embark here, feel free to shoot any questions about Rust, open source, rendering, or gamedev here.
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.
Raytracing is used for part of the dynamic global illumination steps, shadows, and also for the reflections which is a great help. But there are also many other steps that contribute to the overall image quality of the HDR post-processing, glare, etc.
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.
we use WASM heavily, but outside the browser and integrated into our own "game" client & server as a powerful sandboxed cross-platform runtime environment.
we write our WASM modules in Rust as well and share a lot of crates from our native Rust code and GPU Rust code.
5 comments
[ 672 ms ] story [ 106 ms ] threadWhen 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.
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.
we write our WASM modules in Rust as well and share a lot of crates from our native Rust code and GPU Rust code.