Piston Developers 🍿🥤🐸
pistondeveloper.bsky.social
Piston Developers 🍿🥤🐸
@pistondeveloper.bsky.social
A modular game engine written in Rust https://piston.rs
Research branch: https://advancedresearch.github.io

Discord (Piston): https://discord.gg/TkDnS9x
Discord (AdvancedResearch): https://discord.gg/JkrhJJRBR2
The problem is to develop the tech, get it in the hands of developers and make the cost low enough and predictable so people can invest in it.

This could be like an expansion of the current philosophy that the Piston game engine uses. I believe I'll enjoy working on this long term.
November 13, 2025 at 12:17 AM
When it's day on one side of the planet, it's night on the other side. So, naturally, most people can't socialize over the Internet unless they work a night shift.

The alternative is AI and content production.

We can share culture, even when nobody's awake.
November 13, 2025 at 12:13 AM
People spend more time now than before on expanding their horizons and enjoy different cultures than their own.

This audience are not that particular interested in game mechanics. However, they probably would enjoy exploring and socializing with people from other cultures.

Now, that's a problem.
November 13, 2025 at 12:11 AM
TV production has never gone greater. The quality has increased significantly and cultural diversity also has gone up. People are consuming TV series today from the other side of the planet.

TV series is a great way of sharing culture and language.
November 13, 2025 at 12:09 AM
There is a lot of amazing stuff made with game engines out there.

However, just because the past has been great in a particular way, it doesn't mean that the future needs to continue in the same direction.

I think VR is not going well. It looks like a bubble.

AI also is in a bubble right now.
November 13, 2025 at 12:06 AM
What I believe at the moment is that there are possible futures of game engines which are better for the environment, more healthy for people and also more emotionally appealing.

Game engine development so far has been, for lack of better words, fueled by a kind of tunnel vision?
November 13, 2025 at 12:03 AM
Even if I spent 20 years catching up with Unity and Unreal, then what is the point once I get there?

I think Piston's model makes more sense: You have to wait for Rust's ecosystem to catch up. Investing personally so much doesn't justify the costs.

However, what stops us from taking it further?
November 13, 2025 at 12:01 AM
Yes! Piston's design allows you to more easily build clients and servers.

Originally, OpenGL was designed for a client-server interface. It was because hardware was so expensive at the time.

Now, we might not want OpenGL's design. Probably more ray tracing instead.
November 12, 2025 at 11:58 PM
Piston's design might not make much sense when you view it from the perspective of an AAA game engine. However, that's because AAA game engines are used by developers to target gaming consoles and game PCs.

However, think about TVs and light device clients for bit. Does Piston's design make sense?
November 12, 2025 at 11:55 PM
All the computers we buy and throw away today are bad for the environment.

For example, phones could be very simple and robust and offload compute and storage to servers you could own at home:

1. Control over personal data
2. Additive compute
3. Shared experiences over devices
November 12, 2025 at 11:53 PM
For example, distributed computing is much easier with animation, because delays are less important.

At Pixar, rendering engineers have started working on utilizing more compute that otherwise is unused. I think that's a great idea.

When you buy a computer, it should add, not replace the compute.
November 12, 2025 at 11:49 PM
Animation has been a life long interest for me. If I want to work on a game engine, then I want to work on the things that interest me most. Content production is the key to animation.

Rendering is a part of animation, but it doesn't have to be real-time. This makes it easier to make tradeoffs.
November 12, 2025 at 11:47 PM
The kind of game you want to play on a TV, might not be the same kind of game you want to play on a gaming console.

Right now, there are not many games that are better on TV than other platforms. However, this might change in the future.

TV content production might change in the future.
November 12, 2025 at 11:44 PM
This is difficult: Make an advancement in some direction where we might go, but also to make it somewhat predictable.

It's difficult because computer graphics and AI tech keeps changing. We get different hardware and new platforms. Now, TVs are also a target for developers.
November 12, 2025 at 11:41 PM
That's why when I am thinking about the MVC pattern for Figure Shaders, I want to make sure that it fits with Piston's philosophy before I keep spending a lot of time on it.

I don't want to waste my time and later figure out that there is a lot we don't know about this particular coding pattern.
November 12, 2025 at 11:38 PM
Predictability can differ in nature between tools. Rust has its own kind of predictability, that is different from how Dyon is predictable, yet both are different from the way Piston is predictable.

Different tools are better in different context. Yet, predictability is a major trait of good tools.
November 12, 2025 at 11:36 PM
There is a very different philosophy behind Piston than the one behind Unity and Unreal. While Unity and Unreal have their own issues, they have been tested in production of AAA games.

Developers know approximately what to expect from Unity and Unreal. These engines are popular: Predictable.
November 12, 2025 at 11:34 PM
Sadly, at the moment we don't have any game engines in Rust that are on pair with the state of the art, like Unity and Unreal. The vast majority of games are developed in these two engines.

It might take 10 years to get there. Maybe it will get faster with AI.

Unity and Unreal are not like Piston.
November 12, 2025 at 11:31 PM
Some people prefer walking. They like to take it slow. People who work on the their own game engines, do it usually for fun and for the coding adventure.

Other people want a train or an airplane. They need to go far or carry with them a lot of weight. So, you use a game engine that fits your needs.
November 12, 2025 at 11:27 PM
It takes some effort to learn to use MVC efficiently. However, once you've learned it, it's like riding a bike.

A bike isn't the best way to get from A to B in all cases. However, you know that a bike won't cost you a lot and you will get there in predictable time.
November 12, 2025 at 11:25 PM
Just like Rust has a higher learning curve than other programming languages, Piston has a higher learning curve. Why? Because programming in Piston is basically Rust with Model-View-Controller (MVC) patterns.

MVC a pattern that worked in the industry since the 1970s.

As predictable as it gets.
November 12, 2025 at 11:23 PM
Once you learn the difference between convex and concave polygons, you have a choice:

1. Use Piston2D-Graphics to get an advantage of your knowledge
2. Continue to use path rendering with no advantage

What you've learn doesn't help you, because of the extra abstraction.
November 12, 2025 at 11:21 PM
Path rendering adds another level of abstraction where there are hidden costs. You can not longer reason easily about the performance of convex polygons.

That hidden cost means I have to spend more thinking about the tool. It's a higher learning curve to learn the difference, yes.
November 12, 2025 at 11:19 PM
I can just use a library when I need concave polygons. I know it will be slower because it needs an extra triangulation step, but I can easily feed this into Piston2D-Graphics.

The key here is that the design is predictable. It doesn't have hidden costs.

Many people are used to path rendering.
November 12, 2025 at 11:17 PM
For example, Piston2D-Graphics doesn't support concave polygons. It doesn't have a path renderer.

90% of my time, I use convex polygons.

So, when I know I'll only need convex polygons, I know it will work. It's a very simple constraint to think about.

There are libraries for concave polygons.
November 12, 2025 at 11:15 PM