twky
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no.aregames.art
twky
@no.aregames.art
~~indiet
(forum) https://aregames.arthttps://tuckie.zone (portfolio)
main point being ecs has a lot of gravitational pull from the community, so alternatives don't get a ton of discussion.

and then i started rambling
November 8, 2025 at 9:30 AM
fair LOL-

would just love to see a blog/etc (if the chance arises) like "here's some thoughts on leveraging rusts strengths for game scene/entity structure, and non-ecs pathways that are still uniquely suited to rust"
November 8, 2025 at 9:18 AM
the opposite end of it seems to be like 'shrug. impl a GameState struct with whaaatever data you want, and it gets an update(). good luck!'

the 'time until a lil guy can run around' (TTLG) on both ends is really high and neither offer guidance OOTB for what these look like at scale
November 8, 2025 at 8:53 AM
rust has many great ergonomic tools built in (traits, generics w/ 'where'), and the ecs libs feel more like chasing something shiny for the sake of it

testing bevy felt like dragging and dropping godot nodes into a tree, but only using code-glue and a lot of arbitrary macros to learn on-the-fly
November 8, 2025 at 8:49 AM
this writeup github.com/kvark/froggy... def unlocked a few things for me + the idea that you should kind of just let the 'world' own the positions of everything and enforce getter/setters rather than making it a child/'component' of all your game objects
November 8, 2025 at 8:32 AM
it still feels like there are not enough models for how 'non-ecs' is built in rust, and not a lot of users exploring outside of ecs.

im finally starting to near a paradigm i like that isn't ecs, but you still sort of have to use all the same tricks (anymap + generational indices all the way down)
November 8, 2025 at 8:24 AM
thanks :> ... definitely worth revisiting but it was proving a bit involved for what i could scrape together engineless at the time
June 22, 2025 at 3:10 AM
call your senators
April 17, 2025 at 7:59 AM
ban shotlocks at local tourneys
April 17, 2025 at 7:59 AM
Reposted by twky
- nintendo (of "all indies secretly want to make nintendo games" fame :eyeroll:) no longer has a dedicated handheld. their spinoff titles are on the same console as their mainlines and had to scale up.

similarly, indies can "fill in" but also, on that platform have to weigh up against Zelda so..
November 13, 2024 at 7:24 PM
oh is this a steam deck? id try messing w/ different permutations of vsync and frame limiting, either the ingame settings or the built in steam deck limiter
February 2, 2025 at 2:24 AM
could just be spinning idle in a weird way to keep frame pacing. is it a 6 core cpu, because 17% would just be one core locked in
February 2, 2025 at 2:17 AM
ive used a "65%" for the past like 5 years, with the only main concessions being that for some reason this layout prefers pg up/down over acually useful keys like prtsc for some reason. and that generally its kind of weird how "place, japan" the aesthetics are for "fancy" keyboards
January 21, 2025 at 5:11 PM
yeahhh that one's pretty obtuse lol, but eou2 is good and has a cooking/cafe element!
January 11, 2025 at 3:43 AM
you are looking for:
- etrian odyssey untold 2
- etrian mystery dungeon

really just add a cooking mama minigame to either of those and they would execute flawlessly
January 11, 2025 at 3:33 AM
np! feel free to ping/dm if you'd like me to take a quick glance at camera logic or something
January 10, 2025 at 11:50 PM
sorry for the ramble!
the most salient point is that moving at a non-constant number of pixels *per-frame* always introduces jitter, and no post-processing fully saves it. cave story's lerpy camera has jitter and doesn't even use floats for positions in the code!
January 10, 2025 at 10:57 PM
the canvas trick is good in the sense that subpixel player speed on a *non-moving* camera doesn't *appear* as jitter even though it actually totally is, its just less noticable with less overall movement
January 10, 2025 at 10:52 PM