►
From YouTube: Lucas(Rukai) - Building a frame data website in Rust
Description
Rukai is a gamedev and general rust hobbyist. hobby projects tend to revolve around the Super Smash Bros games.
Professionally Rukai works with rust on a database proxy.
A
I'm
Lucas
or
online
I
go
by
the
tag
rukai
today,
I'm
going
to
talk
about
a
hobby
project,
I
built
in
Rust
I'll
go
for
a
bit
of
backstory
of
why
I
wanted
to
build
it
and
I'll
talk
about
the
rust,
Technologies
I
used
and
why
I
chose
them.
It'll
be
a
bit
haphazard,
but
hopefully
it'll
give
you
some
ideas
for
your
own
projects.
A
If
you've
been
coming
to
these
rust
meetups
for
a
while,
you
might
remember
a
talk.
I
gave
about
my
Super
Smash
Bros
light
game.
I
was
developing
in
Rust,
but
since
then
a
problem
I
had
was
that
I
had
a
game
engine
but
no
content
for
it.
So
an
idea
I
had
was
to
write
an
exporter
that
reads:
content
from
Super,
Smash,
Bros,
brawls,
game
files
and
exports
them
into
a
format
understood
by
my
game.
A
The
idea
being
I
can
distribute
the
exporter
in
game,
allowing
users
to
run
the
exporter
on
their
own
copy
or
brawl.
Obviously,
I
can't
redistribute
brawl,
as
you
can
see
in
this
video.
The
idea
worked
really
well,
but
in
the
end
of
the
day
it
was
still
just
a
poor
imitation
of
an
already
existing
game.
So
the
rest
of
this
talk
isn't
about
the
game,
but
something
else
that
I
spun
out
of
it.
A
A
A
The
green,
blue
purple
red
orange
circles
are
hitboxes,
they
show
where
the
move
can
hit
other
characters,
developers
and
players
alike
will
compile
and
organize
notes
on
frame
beta
to
better
understand
which
moves
are
stronger
than
others
and
what
circumstances
different
moves
should
be
used
in
if
you
are
playing
a
character.
These
are
the
properties
you
want.
Your
moves
to
have.
A
A
A
A
I
was
unsatisfied
with
the
existing
tools
for
looking
at
Frame
data
for
the
mesh
for
the
smash
game.
I
played
project
plus
a
mod
of
brawl.
There
was
a
Discord
bot
that
would
spit
out
frame
beta
on
the
quest
and
hand
curated
Forum
posts,
but
the
data
was
mostly
manually
compiled
a
lot
of
data
was
missing
and
when
the
game
was
updated,
the
bot
and
Fred's
needed
a
lot
of
manual
changes.
A
The
urex
of
both
of
these
were
lacking.
The
Discord
bot
requires
knowing
the
exact
name
it
uses
internally
for
each
character
and
move,
and
the
Forum
threads
are
scattered
around
and
hard
to
find.
The
graphics
used
in
both
of
these
were
misleading
due
to
using
a
perspective
projection,
while
not
allowing
inspection
of
the
true
3D
nature
of
hitboxes
and
hurt
boxes.
A
The
whole
process
should
be
end-to-end
automated,
so
I
can
update
the
website
within
a
day
of
new
updates
coming
out,
and
it
should
be
optionally
accessible
via
a
Discord
bot
that
links
to
the
website.
This
will
encourage
people
to
use
the
website
when
possible,
but
also
allows
the
Discord
bot
to
smoothly
integrate
Frame
data
with
relevant
Community
discussion.
A
The
first
step
was
choosing
a
graphics
Library.
A
tricky
problem
to
solve
here
was
how
do
I
provide
graphics
for
both
a
website
bot
and
a
website.
That's
Discord
bot
and
a
website.
A
Discord
bot
can
only
display
gifs
while
I
want
my
website
to
have
an
interactive,
3D
renderer.
The
solution
was
wgpu.
A
A
A
A
Notice
how
wgpu
is
included
in
the
stack
twice
once
in
the
app
and
once
in
Firefox?
First,
we
have
our
app
compiled
to
wear
them.
Statically
linked
to
wgpu
the
version
of
wgp
on
our
app
ends
up
being
a
very
thin
layer
over
the
JS
web
GPU
API.
Since
wgpu
is
a
web
GPU
implementation.
There
is
very
little
translation
to
a
form
Firefox.
Then
routes
accesses
to
its
web
GPU
API
to
its
statically,
linked
copy
of
wgpu.
A
A
In
the
first
case,
the
website
will
have
a
crate
compiled
tourism
which
will
form
the
app
and
that
runs
on
the
web,
page
wgp
and
win
it
just
handled
this.
For
me
and
I
can
run
the
same
app
both
natively
and
embedded
in
a
web
page
running
natively
is
useful
here
for
testing
purposes,
while
in
production
it
will
only
ever
run
in
a
web
page
and
in
the
second
case
the
same
renderer
will
be
compiled.
A
Natively
with
some
extra
glue
to
Output
gifs,
the
website
generator
create
will
be
compiled
natively
as
part
of
generating
the
website.
It
will
manually
step
through
each
frame
of
the
animation
extract,
the
frame
buffer
for
each
frame
and
Export
it
to
a
gif.
These
gifts
get
embedded
in
chat
services
like
Discord
anytime.
The
page
is
linked,
which
is
particularly
useful
when
the
Discord
bot
posts
the
link,
but
the
gifts
are
unused
when
actually
visiting
the
site.
It's
honestly
so
cool
that
Rustin
wgpu.
Let
me
share
my
render
like
this
I.
A
Naturally,
to
host
a
website,
I
need
a
web
server
when
I
started.
The
project
rocket
was
very
popular,
so
I
chose
that
and
got
to
work.
I
was
loading
in
the
broad
data
on
Startup
processing
it
to
high
level
structure
and
then
generating
the
page
containing
Frame
data
on
each
page
request.
This
worked,
but
I
was
worried
about
how
well
it
would
scale.
My
site
won't
be
known
outside
the
competitive
community,
but
it
could
still
be
hit
pretty
hard
from
that
alone.
A
A
The
whole
site
is
stored
in
an
Aus
S3
bucket,
with
Oz
Cloud
front
in
front
in
front
to
deliver
content
from
a
server
closer
to
the
user
when
possible.
An
unintended
bonus
is
that
I
never
have
to
worry
about
the
server
going
down,
because
it's
completely
serverless
perfect
for
my
little
hobby
project,
I
have
a
web
page
per
character,
action
and
the
total
storage
for
each
is
on
average
400
kilobytes
each
character
has
about
500
in-game
actions
and
there
are
about
40
characters
in
each
game
and
multiple
games.
A
This
results
in
a
total
of
somewhere
around
30
gigabytes,
to
store
the
entire
generated
website.
My
upload
speeds
are
terrible,
so
uploading,
30
gigabytes,
wasn't
really
an
option.
So
my
solution
here
was
to
spin
up
an
expensive
ec2
instance
for
half
an
hour
upload.
The
site
generator
run
the
generator
and
then
push
the
results
into
my
S3
bucket.
A
A
But
if
I
want
to
have
an
interactive
renderer,
then
I'm
going
to
need
some
fancy
UI
to
control
it.
That
leaves
me
two
options:
embed
some
UI
within
the
weather
map
I
could
use
one
of
the
embeddable
rust
UI
crates
like
eagerly
or
iced
use
native
HDMI,
UI
use
native
HTML
UI
and
hook
it
up
to
my
app
with
wezenbind
gem
I
opted
for
Native
HTML
UI
because
it
would
more
naturally
integrate
with
the
web
page.
A
A
A
It
finds
an
element
in
the
Dom
with
a
specific
ID
and
sets
its
on
click,
property,
send
and
event
to
the
app
in
this
case
that
event
will
set
whether
the
renderer
should
use
or
not
use
perspective
projection,
while
rendering
some
user
inputs,
such
as
controlling
the
camera,
will
be
responding
to
Mouse
clicks
on
the
actual
canvas
when
it
can
handle
this
directly
and
I.
Don't
need
to
touch
Wes
and
binding
at
all.
For
that.
A
A
A
A
A
I
think
it's
worth
mentioning
where
I
had
to
cut
Corners
to
make
this
work.
Currently
web
GPU
is
still
unstable,
so
wgpu
is
running
over
webgl
Instead
This
has
caused
me
problems
such
as
no
support
for
anti-aliasing
or
wireframe,
rendering
I
also
need
to
use
a
fork
of
when
it
makes
use
of
the
unstable
web
API
resize
Observer,
without
this
Fork,
when
it
cannot
properly
handle
flowing
the
canvas
within
the
web
page.
A
It
normally
cost
like
a
dollar
to
run.
Oh
how
expensive
was
it
to
run
the
ec2
instance
that
generates
the
website?
It
completes
in
about
like
half
an
hour
to
an
hour
and
it
costs
like
a
dollar,
so
it
it
works.