Data-oriented and data-driven game engine written in Rust
Role in this project:
Full-stack Developer Contributions:4 releases, 27 reviews, 507 commits in 3 years 10 months
Contributions summary:Anne implemented a FPS (Frames Per Second) counter resource and system to automatically update and display the game's framerate. This involved creating a new resource and system, and also involved fixes and improvements to the existing examples within the engine. The user's work included code formatting and refactoring for efficiency and clarity.
game-enginerustenginegamedev
Role in this project:
Back-end Developer Contributions:28 commits, 8 PRs, 1 push in 3 years 1 month
Contributions summary:Anne contributed to the `specs` repository, which focuses on parallel ECS (Entity Component System) architecture in Rust. The commits primarily involve modifying core components and structures, including adding `NullStorage` to the prelude and root, and switching dependencies within the derive macros. Additionally, the user worked on a benchmark, optimizing the performance of component interactions. They also addressed merge conflicts and performed cleanup tasks.
ecsparallelrustparallel-ecsspecs