►
Description
Interactive live stream chat with the creators of Veloren, a multiplayer voxel RPG written in Rust. Watch as the creators explain the intricate inner workings of the game as they play, and ask your questions live!
https://rustfest.global/session/53-directors-commentary-veloren/
A
Exactly
yeah
we're
so
lucky
to
have
forrest
anderson
from
who
will
be
presenting
philorin
to
us.
B
All
right
so
can
I
just
hop
right
into
it
or
is
there
anything
else
you
need
to
preface
with?
Oh,
please.
B
Good
stuff,
so
yeah,
thank
you
so
much
for
for
having
me
I'm
part
of
the
team.
B
That's
working
on
a
game
called
voloran
and
it's
been
in
progress
for
about
two
or
three
years
so
far
since,
like
mid-2018
and
it's
one
of
the
largest
games,
that's
built
completely
in
rust,
and
so
it's
a
really
awesome
sort
of
show
of
what
rust
can
do
from
like
the
top
to
bottom
and
so
later,
I'll
go
into
the
technical
side
a
little
bit
about
like
what
like
a
lot
of
the
the
back
end
uses
and
everything.
B
But
for
a
lot
of
like
sort
of
this
talk,
what
I
want
to
be
exploring
is
sort
of
the
art
of
valorem,
and
so
it's
it's
very
interesting,
because
we
we
often
do
like
tech
talks,
we're
like
approached
by
people
like
hey.
We
don't
think
that
russ
can
like
it's
really
surprising,
that
russ
can
do
it.
How
do
you
do
it?
B
But
for
this
one,
I'm
gonna
do
like
a
whole
for
like,
like
top
to
bottom
of
some
of
the
really
interesting
things
that
we
can
do
in
valorem,
that
we
don't
really
see
in
many
other
games
and
so
especially
like
if
we
think
to
what
we
see
right
on
the
screen
right
now.
So
I'm
gonna
cheat
a
little
bit
and
so
right
right
now
actually
kind
of
interesting.
There's
like
54
players
on
the
on
this
server
right
now,
and
so
I
can
see
them
walk
around
the
world
and
everything.
B
But
since
I'm
an
admin,
I'm
going
to
change
the
time
to
morning
so
that
we
get
a
little
bit
of
light
going
on
here.
So
everybody
else
in
chats
can
be
like.
Oh
what's
going
on.
That's
so
weird,
but
that's
fun,
we're
doing
a
presentation,
and
so
what
we
see
right
here
is
like
a
voxel
sort
of
world.
B
So
if
you
know
minecraft,
it's
very
sort
of
similar
aesthetics
to
that,
but
we
were
actually
inspired
by
a
different
game
called
cube
world
and
so
cube
world
was
first
released
in
like
2012-ish
and
since
then
it's
been
a
single
developer.
B
Working
on
it
with
his
wife
and
although
there's
a
lot
of
really
great
gameplay
mechanics
that
everybody
loved
when
the
game
first
came
out,
the
development
speed
of
it
is
quite
slow
and
there
was
a
lot
sort
of
to
be
desired
when
it
came
to
like
what
it
was
capable
of,
and
so
in
2018.
Some
people
got
together
on
reddit
and
said
hey.
B
It
would
be
really
awesome
to
build
an
open
source
version
of
this
and
kind
of
took
everything
that
we
loved
about
it
and
then
just
made
it
as
open
as
possible
and
three
years
later.
This
is
what
we
have
and
so,
like
yeah,
it's
been
like
a
really
interesting
sort
of
process
going
and
setting
up
this
world.
B
That,
first
of
all,
there's
a
lot
of
like
interesting
things
that
you
might
not
see
in
in
other
games,
and
so,
for
example,
like
you,
can
see
like
far
off
in
the
distance
a
mountain,
and
this
is
something
that
you
wouldn't
really
get
in
minecraft.
You
can
only
like
see
so
far
into
the
distance
and
then
also
minecraft.
Does
this
world
generation
differently
yeah?
You
can
also
see
like
some
different
stuff
on
the
train,
so
we've
got
some
pumpkins
here.
B
We
have
like
a
lot
of
world
simulation,
going
on
to
set
up
a
lot
of
stuff
and
so
yeah.
I
just
want
to
make
sure
that
I
I
have
like
a
whole
talk
plan,
but
do
you
guys
have
any
questions
for
me
or
any
any
way
that
you
want
me
to
lead
the
the
discussion
in
the
game.
C
B
B
It
is
quite
surprising-
and
so
I'll
do
another
little
surprise
here
so
here.
First
of
all,
let's
take
a
look
at
the
map,
and
so,
as
we
can
see,
we
got
like
mountains.
We
can
explore
a
lot
of
different
like
lakes,
we
can
explore
a
lot
of
different
woods,
but,
as
you
see
like
the
map
is
a
finite
size,
and
so
once
we
get
to
the
edge,
that's
the
ocean
beyond
that,
and
so
the
reason
behind
this
I'll
talk
a
little
bit
about
the
world
generation
system
yeah.
B
So
I
I'm
gonna
zoom
out
a
little
bit
and
so
in
minecraft.
You
have
this
idea
of
chunks
that
like
load
in
around
you-
and
I
can-
we
can
see
right
here
that
right
past
this
boundary.
This
is
where
the
chunks
have
stopped
loading
and,
as
I
start
walking
in
this
direction,
it
will
start
loading
chunks
in
over
here
I'm
going
through
water,
so
it
can
be
a
little
bit
slower,
but
then
eventually
the
server
will
start
sending
me
new
chunks.
B
But
then
what
I
also
want
to
do
is
keep
zooming
out
even
further,
and
so
what
we
can
see
is
that
the
world
that
I'm
in
is
incredibly
expansive
and
we
got
like
mountains
off
in
the
distance
we
got
like.
We
can
see
that
just
like
a
lake
over
here
and
everything
like
that,
and
so
we're
using
a
lot
of
really
interesting
techniques
to
generate
this
terrain,
but
also
generate
the
features
around
the
world.
B
And
then,
if
I
go
even
further,
we
can
see
that,
like
the
the
we
are
on
an
island,
in
fact
we
got
clouds
everywhere,
and
so
this
is
one
of
the
things
that
is
kind
of
like
very
mind-blowing.
When
you
like
see
like
this
type
of
scale-
and
I
will
warn
you-
it
gets
a
little
bit
glitchy
as
you
go
further
up,
but
you
can
go
to
infinity,
but
I
won't
do
that.
It
gets
a
little.
B
And
so
we
have
quite
an
expensive
world
that
we
do
a
lot
of
special
generation
on
so
from
the
beginning
of
like
when
you
start
up
a
world
you'll
have
we're
all
being
generated
like
we
saw
in
some
previous
talks
talking
about
stuff
like
purlin
noise,
and
so
this
is
a
really
great
way
to
do
a
lot
of
generation
for
these
types
of
procedural
games.
But
then
one
really
big
thing
that
it
misses
out
on
is
that
it's
very,
very
difficult,
if
even
possible,
to
simulate
things
like
lakes
and
oceans.
B
And
the
reason
for
this
is
that
when
you
have
rivers,
you
want
your
rivers
to
be
going
downhill
and
eventually
culminate
in
some
type
of
body
of
water
and
so
in
valerian.
We
have
this
this.
This
idea
that
during
the
world
generation
phase,
we
go
through
a
large
step
of
generating
mountains
and
then
doing
like
millions
of
years
of
erosion
on
these
mountains,
and
then
erosion
then
turns
into
rivers
which
rivers
combine
together
to
turn
into
lakes,
and
so
we
had
a
ton
of
developers
working
on
this
type
of
world
generation
system.
B
But
then
the
benefit
of
it
is
that
we
can
build
a
world
ahead
of
time,
and
we
can
see
this
mountain
off
in
the
distance
over
here
and
I'm
going
to
cheat
a
little
bit
I'm
going
to,
even
though
I'm
on
the
multiplayer
server.
I
do
have
some
of
the
the
special
special
tools
to
get
around,
so
I'm
just
gonna
fly
up
over
here.
We're
gonna
go,
take
a
look
at
this
mountain
over
here
and
so
with
our
mountains
off
in
the
distance.
B
That
would
be
like
that'd
be
like
so
many
voxels
would
be
terrible
on
your
computer
and
everything,
but
we
can
get
a
level
of
detail
like
a
lower
level
of
detailed
version
of
it,
and
so,
for
example,
we
saw
the
lake
off
in
the
distance
over
here
and
as
we
approach
it,
the
boundaries
of
the
lake
will
actually
look
like
this,
even
though
they're
not
rendered
in
just
yet,
and
so
it's
very
easy
for
the
server
to
send
this.
B
Like
type
of
map
in
this
way,
and
so
like,
if
I
go
over
to
the
mountain
over
here,
the
mountain
will
start
rendering
in
now
normally
since
you're
walking,
you're,
not
gonna,
you're,
not
gonna,
see
it
as
jarring
as
what
I'm
doing
right
now,
but
we
can
see
that
we
have
all
the
trees
I'll
go
up
to
the
top
and
mountain
and
we'll
be
able
to
land
here
as
soon
as
it
starts
loading
in
chunks
all
right.
B
So
now
I'm
at
the
top
mountain
I
can
see
like
warren
from
the
top
of
the
world.
Let's
go
time,
dusky.
A
B
A
So
if
you
don't
mind
me
yeah
everything's
kind
of
predefined,
because
because
so
I
mean
you
mentioned
minecraft,
so
I
just
I
I
gotta
for
sure.
A
Sometimes
you
get
you
know
like
you,
you
you
it
loads
in
a
chunk
and
there's
like
a
little
floating
hobbit
hole
in
the
middle
of
the
ocean
because
it
like
it
knows
that
there's
supposed
to
be
land
there,
but
there
isn't
so
you'll
get
like
random
floating
things
like
trees
on
fire
in
the
middle
of
the
air
and
like
it
doesn't
seem
like
you
all
have
that
problem.
So
everything's
kind
of
you
know
set
and
then
loaded
in.
B
But
what
we
have
is
we
have
a
much
smaller
finite
world
like
if
you
were
to
walk
from
one
side
to
another
without,
like
all
the
cheating
stuff,
it'd,
probably
take
you
like
half
an
hour
to
do,
and
so
it's
pretty
big,
but
it's
not
infinitely
large,
but
then
the
benefit
of
limiting
limiting
it
to
this
size
is,
first
of
all
for
the
erosion
that
we
do
you're
not
able
to
perform
this
erosion
on
an
infinite
scale.
And
so,
let's
say
like
I,
I
didn't
so.
I
have
this
this
map
right
here.
B
If
I
didn't
pre-render
it-
and
I
didn't
do
those
like
preemptive
calculations
of
what
the
mountains
look
like
and
then
further,
we
have
a
lot
of
cities,
and
so
we
we
started
in
a
town
and
one
of
the
really
cool
underlying
systems
that
we're
working
on
is
this
real-time
world
simulation
and
real-time
economy
simulation
that
we'll
be
able
to
sort
of
design
how
towns
are
built,
and
so
we're
working
on
stuff,
like
trade
routes
between
towns,
we're
working
on
stuff
like
towns
that
prosper
more,
can
be
larger
and
we'll
have
like
bigger
castles
and
stuff
like
that,
and
this
all
comes
down
to
the
idea
that
if
you
calculate
it
ahead
of
time,
then
I
know
how
every
town
can
interact
with
one
another.
B
But
I
don't
know
how
this
town
would
interact
with
some
like
invisible,
undetermined,
town
off
past
the
boundary
of
the
map,
and
so
it
is
like
an
interesting
distinction
between
the
two
all
right.
I
think
since
since
this
person
followed
me
over
here,
I
hope
they.
If
they
add
me
again,
I
feel
like
it's
one
of
the
other
admins
I
just
didn't
recognize
their
user
name.
It
might
be
zester
he's
he's
the
one
who
started
the
project,
but
I
think
there's
a
few
other
admins
he'll
be
on
in
in
a
bit.
B
So
next
up
what
I
wanna.
What
I
wanna
show
us
is:
let's
go,
I'm
I'm
gonna
do
dawn
just
so
it's
a
little
bit
brighter
okay,
perfect,
and
so
we
have
some
really
interesting
physics
that
are
a
part
of
the
game,
and
so
I,
when
you
jump
around,
it
feels
a
little
bit
more
laggy
in
comparison
to
some
other
games.
B
But
if
we
take
a
look
at
the
glider
system
and
the
physics
from
it,
so
as
I'm
going
down,
it
really
feels
a
lot
different
than
a
lot
of
other
games
that
I've
played,
where
you
have
like
some
type
of
glider,
where,
like
the
physics
of
it,
are
really
just
based
on,
like
some
very
simple
abstractions
of
what
like
physical
gliders,
would
actually
do,
but
then
for
us
like
about
six
months
or
a
year
ago,
or
something
like
that.
B
We
had
someone
come
in
who
calculated
all
of
like
the
buoyancy,
the
density
and
like
all
this
magic.
That
makes
it
so
that
when
you're
flying
it
actually
feels
pretty
insane,
and
so
we
have
some
like
interesting
videos
that
you
put
out
of
like
you're
on
like
a
tall
mountain,
and
you
can
like
fly
down
and
stuff
like
that,
and
so
this
is
like
definitely
like
a
a
pretty
interesting
sort
of
mechanic
that
players
can
can
explore.
B
Now
I've
got
a
dungeon
over
here.
I
won't
go
through
the
dungeon,
because
I
don't
know
how
to
make
my
health
and
vulnerable
and
I
will
die
like
right
away,
and
so
we
can
take
a
quick
look
through,
though.
A
I
have
to
say
when
you
were
showing
us
the
gliding
at
least
the
very
beginning,
when
you
kind
of
went
down,
I'm
really
bad
with
roller
coasters.
I
already
felt
like
a
little
weird.
I
felt
like
a
little
thing,
not
chills,
but
something
similar.
I
was
already
like
wow
that
I
don't
know
what
it
is.
I
don't
know
if
it's
the
snow
flying
up
or
what.
B
Yeah,
and
so
I
think
it's
definitely
a
lot
to
do
with
the
fact
like
when
you
watch
it
over
over
a
stream.
You'll
get
a
lot
more
motion
sickness,
just
because
it's
like
lower
frame
rate
and
you're,
not
like
interacting
with
the
glider
itself,
and
so
I
think,
that's
definitely
something
that
you
can't
really
convey
as
much
but
yeah
like.
I
think
as
I
play
it
like.
It
just
feels
so
buttery
smooth
to
sort
of
like
fly
down
and
fly
around
and
stuff
like
that.
B
I'm
not
paying
attention,
but
whoever's
with
me
is
protecting
me
right
now
and
so
that's
very
helpful
yeah,
and
so
I
think
another
thing
that
I
kind
of
want
to
go
into
is
talk
about
like
how
the
game
was
created,
because
we
have
a
ton
of
different
people
who
worked
on
the
project,
and
so
I
do
a
lot
of
the
like.
I
write
the
blog
every
week.
I
go
to
a
lot
of
conferences.
B
I
kind
of
talk
about
valoren,
but
that
being
said,
we've
had
like
well
over
200
contributors
who
have
who
have
done
something
for
the
game,
and
so
what
this
looks
like
is
what
we'll
have
like
a
fraction
of
that
be
the
coders
who
are
implementing
stuff,
we'll
have
a
fraction
of
that
be
like
the
artists
and
the
designers
and
stuff
like
that.
B
But
there's
a
lot
more
positions
that
actually
get
filled
when
you're,
like
just
looking
for
like
a
sort
of
breadth
of
what
people
can
do
on
a
project
and
so,
for
example,
we
have
like
composers.
We
have
like.
I
just
wrote
like
a
list
down
here,
so
composers,
artists,
devs
writers,
testers
designers,
but
then
really
importantly
as
well,
since
this
is
an
open
source
project
and
since
we
have
like
we
are
the
community,
that's
building
the
game.
B
We
have
a
lot
of
people
who
can
come
to
our
discord
and
have
discussions
with
us
about
design
and
can
have
discussions
with
us
about
how
things
are
implemented
and
whether
it
be
technical,
whether
it
be
artistic
or
anything
like
that,
and
so
I
think
that's
like
one
of
the
really
big
powerful
things
of
city
that
we
have
in
comparison
to
like
some
big
aaa
games
that
don't
really
focus
as
much
on
like
the
community
first
and
so
yeah.
We
have
on
github
like
200
people
tracked
now.
B
There
might
be
some
duplicates
of
people
who
have
like
multiple
game
accounts,
but
then
we
have
a
lot
of
people
that
are
untracked
and
who
have
like
contributed
in
a
lot
of
unbalanceable
ways
from
like
just
in
the
discord.
I
think.
C
C
B
Somehow,
exactly
exactly-
and
this
is
like
a
really
interesting
dynamic-
that
we
have
where
we
have
a
lot
of
developers
who
come
in
and
contribute
certain
things,
they'll
find
an
issue
on
our
gitlab
they'll
fix
something
up,
but
then
also
we
try
to
have
so.
First
of
all,
a
lot
of
discussion,
that's
sort
of
siloed
off
into
different
working
groups,
and
so,
for
example,
I'm
the
meta
team
lead,
and
so
what
I
do
for
that
is.
B
B
These
are
the
people
who
really
care
about
this
one
part
of
the
game,
and
they
have
a
lot
of
discussions.
They
can
have
a
lot
of
sort
of
like
figuring
out
what
stuff
looks
like,
but
then
it
is
still
difficult
to
come
up
with
like
what
what
the
central
like
the
design,
voices
and
pillars
are,
and
so
I
think
we
can
take
a
lot
from
what
we've
seen
in
the
past
and
so,
for
example,
for
a
lot
of
combat
choices
and
design
choices.
B
We
can
reference
games
like
minecraft
and
cubeworld,
but
then
for
a
lot
of
stuff
that
we're
sort
of
buying
as
new
a
lot
of
it
comes
as
like
future
proposals
where
people
will
come
in
and
just
have
long
term
discussions
with
the
the
developers
that
are
here,
I'm
just
gonna
teleport
back
home.
So
we
don't
stay
in
here
for
too
long
actually
showing
up
some
cool
looking
stuff,
all
right
yeah.
B
So
we
have
a
lot
of
people
coming
in
and
having
a
lot
of
different
types
of
discussion
in
general,
but
it
is
hard
because
we
do
we're
not
super
centralized.
We
do
have
like
our
team
leads.
We
do
have
weekly
meetings,
but
in
terms
of
like
what
you'd
accept
expect
from
like
an
agile
team
or
like
really
like
a
team
lead
to
come
in
and
make
executive
decisions.
B
We
really
don't
have
that
as
much,
which
is
something
that
I've
always
tried
to
diagnose
myself,
because
it's
like
how
how
we
succeeded
in
what
we
were
attempting,
without
necessarily
like
what
I
was
told
in
school
needs
to
be
or
like
the
way
that
you
do
teams.
Oh
yes,
go
for
whoever's
with
me
who
just
typed
that
can
you
go
to
the
caves
and
then
teleport
me
to
one?
And
so
I
can
just
chill
here
and
you
do
all
the
work.
I
imagine
they'll.
Do
it
yeah?
B
So
a
few
other
things
that
I'll
show
off
we'll
just
do
a
quick
walk
through
of
caves.
I'm
trying
to
take
a
look.
We
also
have
some
really
cool
stuff
that
happens
at
night,
but
I
don't
know
if
I'm
able
to
control
it
as
easily.
We
have
like
auroras
that
pop
up
so
like
northern
lights,
type
of
thing,
and
it's
just
like
one
of
our
rendering
devs
just
like
spent
a
lot
of
time,
making
the
sky
look
absolutely
amazing.
B
Exactly
oh,
wait:
perfect,
the
first
try,
okay
and
so
right
now
we
we
have
the
the
aurora
out,
and
so
we
can
see
up
in
the
sky.
We
have
and
it
only
shows
up
some
nights,
which
is
super
cool.
B
Oh
it's,
okay,
it
is
esther.
Is
that
sir,
if
you
wouldn't
mind,
can
you
just
type
out
the
if
I
pp?
Yes,
oh
perfect,
work,
okay,
perfect,
okay!
So
we
got.
We
got
a
cave
right
here,
we're
gonna
explore.
So
we
got
the
auroras
up
there.
Zester
was
actually
the
one
to
work
on
the
auroras
and
the
clouds,
and
so
it's
like
a
very
nice
touch
to
to
the
night.
I
think.
A
B
Yeah
exactly
it's
like
one
of
those
sort
of
rewards
that
you
get
that
like
yeah,
as
you
mentioned,
it
kind
of
just
pops
up
you
weren't
aware
that
was
gonna
happen,
but
it
is
like
for
a
lot
of
things
like
the
first
time
I
experienced
it
like
it
really
blew
my
mind
just
how
beautiful
parts
of
this
game
are,
and
so
I've
definitely
experienced
that
so
much
and
I
mean
even
for
myself,
like,
I
don't
play
the
game
super
often
like
I
write
blogs
about
it.
B
I
do
a
lot
of
like
sort
of
internal
work,
but
there's
definitely
a
lot
of
stuff
that
I
go
to
like
a
release
party
and
I'm
like
this
is
actually
insane
that
someone
worked
on
this
and
created
this.
A
Yeah,
if
you
don't
mind
me
asking
while
we're
walking
through
this
cave,
how
does
the
how
I
would
love
to
hear
how
the
the
choice
of
rust
has
affected
your
contributor
base?
Like,
I
think,
that's
a
really
you
know
yeah.
I.
B
Yeah
for
sure,
so
we
have
a
lot
of
our
community.
They
come
from
like
a
rough
background.
They're
doing
maybe
rust
at
work
or
they've
learned
rust,
and
they
want
to
try
it
out.
B
But
then
a
lot
of
people
will
come
to
the
project
without
much
rust
knowledge
and
use
it
as
a
way
to
get
started
with
a
lot
of
things,
and
so
there's
a
lot
of
easy
ways
to
sort
of
be
able
to
implement
stuff
in
the
game
through
config
files
through
other
there's
like
easy
sort
of
entry
points,
that's
yeah
so
allow
a
lot
of
people
to
get
started,
but
I
think
as
well
in
terms
of
working
on
such
a
large
team,
the
one
of
the
biggest
benefits
that
russ
gives
us,
and
I
there's
a
talk
that
happened
at
rust
conf
this
year
and
I
forget
the
exact
name,
but
there's
a
point
that
with
rust,
you
sign
a
contract
with
the
compiler,
and
this
is
this
idea
that
when
you
compile
code,
your
code
is
very
likely
to
do
what
you
wanted
it
to.
B
Of
course,
you
can
solve
logic,
errors
and
everything
like
that,
but
we
can
be
very
certain
that,
when
someone's
going
to
merge
code
into
the
game
as
long
as
it
compiles-
and
we
can
do
like
a
look
through
and
make
sure
that
everything
looks
as
we'd
expect
it
to-
we
can
be
confident
that
it's
gonna
work
quite
well,
and
so
I
think
this
barrier
really
prevents
a
lot
of
contributors
from
coming
in
and
then
just
getting
completely
shut
down,
because
they
don't
know
the
idiomatic
way
to
do
it
in
rust,
and
so
and-
and
also
I
mean
the
rust
community
is
one
of
like
the
biggest
fastest
of
us
community
is
the
fact
that,
like
everybody,
is
willing
to
teach
everybody
else,
and
so
all
of
our
like,
like
most
like
the
people
who
know
the
most
about
our
project
and
like
know
everything
are
always
willing
to
help
new
contributors,
which
I
find
personally
amazing
and
so
yeah.
B
I
think
there's
definitely
a
lot
of
reasons
I
mean
also
russ
is
super
fast,
like
we
use
parallelism
a
lot,
especially
on
our
server
like
the
most
players.
We've
gotten
online
at
once
is
like
180
ish.
I
think,
and
that
was
like
on
like
a
48
core
server
in
hetzner
and
a
lot
of
really
cool
sort
of
benefits
that
you
get
from
parallelism,
but
then
also
just
showing
that,
like
it
can
do
everything
at
the
scale.
We
would
want
it
to.
A
C
A
B
Composers
that
have
worked
on
this
like
there's
so
like
for
sound
effects
for
just
soundtracks,
and
everything
like
I
was
going
and
editing
that,
like
the
video
that
I
was
putting
together
yesterday
for
rust,
fest
and
I
I
found
a
track
that
I
hadn't
listened
to.
Yet
I'm
like
how
do
we
have
music?
That
is
this
good
in
the
game
like
in
an
open
source
game
it
just
like
a
lot
of
well,
I'm
a
developer
right.
C
I
think
this
beauty
of
video
games,
though,
that
you
have
these
like
interdisciplinary
things
where,
like
you
know,
there's
this
artist
who's,
just
like.
Oh,
I
just
made
some
art
and
everybody
likes
who's.
Not
an
artist
is
like.
Oh,
my
god.
This
is
the
most
amazing
thing
I've
ever
seen,
and
you
get
this
like
for
music
and
like
for
all
the
other
stuff.
I
really
like
this
about
game.
Dev,
yeah,.
A
B
A
You
know,
and
I'm
sure
that
you
know,
while
you're
chilling
to
some
of
the
beats
in
the
game
they're
like
how
did
they
do
that?
How
did
they
make
that
happen?
So
yeah.
B
Yeah
absolutely,
and
so
I
think,
every
time
that
we
have
some
complex
feature
like
this,
like
the
developer,
who
goes
out
and
works
on
it
really.
So,
for
example,
we
have
someone
who
did
a
lot
of
the
erosion
simulation
and
he
referenced
a
lot
of
research
papers.
That
say
like
this
is
like
the
cutting
edge
of
erosion,
simulation
and
stuff.
B
Like
that
and
same
thing
with
economics,
we
reference
a
lot
of
research
papers
and
and
then
same
thing
with
a
lot
of
the
the
rendering
with
a
lot
of
the
yeah
like
world
simulation
and
stuff
like
that,
and
so
it's
really.
It
feels
like
we're
doing
stuff
that's
cutting
edge
and
that
we
have
the
capability
of
doing
it,
because
we
have
these
experts
coming
in
from
all
different
places
to
to
help
us
with
it
amazing
yeah.
B
Yeah,
maybe
I
might
be
invulnerable,
I
don't
know
I
am
if
I
go
in
lava
that
lava
has
killed
me
before,
and
so
I
know
I'm
not
that
invulnerable.
So
we'll
just
hang
out
and
watch
these
nice
particle
effects
and
then
try
to
oh
but
they're,
pushing
me
towards
the
left.
They're.
B
I
guess
oh
one
fell
in
that's
good
and
so
I'll
give
like
a
little
bit
of
an
overview
of
sort
of
like
the
technical
background
of
velourin
and
so
from
the
beginning,
like
we,
we
started
working
on
an
engine
mid-2018
and
then
at
the
end
of
2018.
They,
like
the
core
team,
rewrote
that
engine
from
scratch.
They
learned
a
lot
of
from
like
the
mistakes
of
like
what
worked
well,
what
didn't
work,
and
so
in
the
current
version
that
we
have
okay,
so
yeah
lava
does
still
kill
me.
B
I
think
that
that
must
be
a
bug,
because
that's
where
I
have
like
admin
stuff
on,
but
who
knows,
but
we'll
hang
it
in
the
village
for
a
bit
all
right,
some
of
the
big
names
that
we
use
for
for
crates.
We
use
specs
as
our
entity
component
system.
We
use
wgpu
as
our
rendering
back
end,
which
we
love.
B
We
work
very
closely
with
the
the
authors
of
wgpu
sort
of
like
I
know
some
of
our
developers
are
contributing
to
wgpu
and
we're
able
to
use
it
and
for
wgpu
I
mean
it's
like
a
great
study
to
show
that,
like
we
are
like
for
what
they
are
creating,
they
want
to
make
an
entire
graphic
stack
and
rust
and
we're
able
to
use
it,
and
so
I
particularly
love
wgpu,
but
I
really
really
like
naga
as
well.
B
Just
because
like
when
I
was
at
the
the
rust
game,
dev
meetup,
where
clark
gave
a
talk
on
it,
and
it
was
really
awesome
to
me
to
see
like
shader
translation
done
in
rust
and
faster
than
how
c
plus
does,
in
certain
cases
and
so
yeah.
So
a
lot
of
wgpu.
I
we
we
have
like
a
ton
of
graceviews,
so
I
won't
go
through
everything
but-
and
we
wrote
some
of
our
own
stuff,
but
it's
really
crazy.
B
How
far
the
ecosystem
is
along
for
rust,
game
development,
in
particular,
like
game
engines,
are
still
being
worked
on,
so
bevy's
really
big
right
now.
Amethyst
is
pretty
mature,
there's
a
few
others
out
there,
but
it's
really
possible
to
build
stuff
like
this
nowadays.
A
Yeah,
sweet
and
I
think
it's
so
it
must
be
so
inspiring
for
anyone
who
aspires
to
create
something
of
their
own,
to
see
something
like
yours
out
in
the
to
see
something
like
the
lauren
out
on
the
in
the
wild,
and
I
guess
also
the
fact
that
it's
open
source
and
everybody
can
see
the
the
crates
and
everything
and
kind
of
get
an
idea
or
maybe
even
contribute.
That's
that's
so
cool
that
is
so
so
cool.
B
So
education,
wise-
this
is
one
of
our
massive
goals-
is
that
we
really
want
people
to
be
able
to
come
in
and
learn
about
rust
and
learn
about
how
things
can
be
done
with
empty
component
systems
and
especially
since,
like
parallelism
in
games
is
really
not
as
prevalent
as
it
could
be
in
this
day
and
age,
where
our
cpus
have
like
12
cores
and
so
being
able
to
explore
this
a
lot
being
able
to
explore
like
graphics,
stuff
in
rust,
and
so
one
of
our
big
goals
is
we
like
for
us.
B
We
want
to
become
an
entity,
that's
like
a
non-profit
that
focuses
a
lot
on
education
through
our
blogs,
through
helping
new
contributors
through
making
videos,
and
so
zester
just
mentioned
that
I
can
check
with
the
waterfall
over
here
waterfalls
over
here,
which
I
waterfalls
were
actually
merged
in
a
feature
branch
called
called
shrubs,
and
so
it
was
like
a
little
creepy
little
thing
to
get
into
the
game,
but
they're
very
cool
yeah.
So
I
think
like
yeah.
Actually
maybe
I
can
glide
down.
I
don't
know
what
I'm
doing,
not
flying.
B
B
Of
think,
if
there's
other
items,
we
got
giant
trees
in
the
game.
Actually,
let
me
see
if
I
can
quickly
find
one
on
a
map.
I
I
look
for
giant
trees
and
I
look
if
there's
one.
A
While
you're
looking
for
one,
I
just
want
to
say
that
someone
on
the
chat
just
said
that
the
aurora
borealis
was
kind
of
like
the
the
equivalent
of
finding
one
of
the
dragons
in
breath
of
the
wild,
like
that.
Just
kind
of
for
the
first
time
that
kind
of
breathtaking
of
like
what's
going
on
in
the
sky.
B
Yeah,
well,
I
think
a
lot
of
it
as
well
is
like
this.
You
can
create
a
lot
of
senses
of
wonder
when
you
have
things
in
video
games
that
people
haven't
seen
before
and
so
or
just
not
what
they
were
expecting
or
something
like
that,
and
this
is
definitely
when
we
look
at
the
clouds.
When
we
look
at
like
gliding,
we
want
people
to
be
like.
Oh,
they
have
gliding
in
this
game.
B
That's
okay,
but
then
they're
at
the
top
of
the
mountain
they
pop
their
glider
on
and
they
glide
down
and
they're
like
wow.
This
is
actually
really
amazing,
like
it
looks
like
this
and
everything,
and
so
definitely
like
where,
like
I
mean
when
we
have
new
developers
coming
with
these
ideas
of
things,
that
they
think
would
be
amazing
to
see,
we
love
working
our
best
to
to
try
and
get
them
implemented
just
because
it
really
is
magical.
B
A
Yeah
and
I
think
also
having
a
wide
like
a
diverse
team,
helps
you
create
that
sense
of
wonder
for
different
people
right,
because
someone
might
be
like.
Oh
I've
played
skyrim
with
mods
I've
seen
the
aurora
borealis.
B
Absolutely-
and
so
I
think
especially
like
with
artists
who
come
in
with
people
who
come
in
with
like
different
ideas,
like
our
regeneration
system,
came
recently
from
a
developer,
who
wanted
to
like
see
procedural
trees
done
in
a
different
way.
Now
I
think
we're
gonna
have
a
surprise.
Get
rendered
here
moment
wait.
It
was
over
here,
oh
okay,
interesting,
so
this
giant
tree
is
actually
half
underwater,
which
is
very
cool,
because
sometimes
we
also
have
campfires
spun
underwater,
which
is
it's
like
one
of
those
like
little
easter
eggs.
B
Sort
of
that
is
still
the
fact
that
we
are
an
alpha
game
and
like
we
don't
have
all
the
bugs
solved
yet,
but
this
this
is
one
of
the
the
giant
trees.
This
is
pretty
cool.
B
B
But
then
there
are
still
ways
that
we
want
to
tie
a
lot
of
this
like
world
simulation
and
real
time
simulation
into
what
the
the
player
experiences
requests
through
story
through
reasons
that
history
exists,
and
so
I
think,
if
anybody's
familiar
with
like
dwarf
fortress
one
of
the
really
big
concepts
into
our
fortress,
is
this
idea
of,
like
hundreds
of
years
of
history
and
in
towns
and
like
story,
that's
created
and
stuff,
and
so
I'm
really
wanting
to
explore.
That
idea
is
really
cool.
A
I
wonder
because
you've
taken
so
much
care
into
kind
of
the
geographical
surroundings
of
the
towns
will
that
also
play
into
the
commerce
something
sorry
I've
been.
I've
been,
like
my
the
mind,
juices
flowing.
B
A
B
Sister
just
mentioned,
if
I
wait
tp,
is
that
okay?
No,
I
think
I
might
oh
there's
a
better
client
over
here.
Okay,
so
we
have.
I
I'm.
B
I
really
like
this
idea
of
like
or
I'd
rather
like
I
get
the
same
thing
like
mine
juice
is
going
when
you're,
when
you're,
like
okay,
there's
economy
between
towns
and
you're,
like
how
cool
can
that
be
well
like
what
we're
trying
to
do
is
make
it
very,
very
cool,
and
so
in
some
of
our
recent
or
not
recent,
but
like
blog
posts
a
while
ago,
we
would
have
like
map,
renders
that
showed
the
trade
routes
between
cities
and
showed
like
how
they
progressed
over
time,
and
so
what
that
also
means
is
that
for
a
town,
let's
say,
there's
a
town
over
here,
so
we
got
a
town
here.
B
B
Is
that
they're,
a
mining
town,
maybe
this
town
over
here
they're
really
close
to
a
few
rivers
and
so
for
them
they're
a
lot
more
fishing
and
they
they
were
able
to
like
prosper
because
of
that,
but
then
maybe
there's
a
town
in
the
desert,
and
it's
like
a
really
small
town,
because
it
didn't
have
that
like
the
same
resources
available
to
it,
and
so
definitely
like
playing
with
these
ideas,
I
mean,
when
you're
doing
it
in
like
world
simulation
like
so
ahead
of
time,
you
can
generate
a
ton
of
history
up
front
sort
of
that.
B
You
can
base
a
lot
of
stuff
off
of,
but
then,
while
the
game
is
running,
you
also
want
to
be
able
to
interact
with
that
history
and
so,
for
example,
exploring
ideas
of
like
what
happens
if,
like
raiders,
come
and
attack
a
town.
How
does
that
attack
like
affect
the
town's
economy?
How
does
it
affect
the
people
that
live
in
the
town?
And
so
there's
a
lot
of
ideas
around
this
going
on,
and
so
definitely
some
some
very
smart
people
on
the
project
project
working
on
that.
A
B
I
mean
for
anybody
who
wants
to.
I
mean,
there's
so
many
different
things
that
we
we
have
contributors
for
us.
We
have
people
working
on
art
assets
who
do
like
voxel
modeling.
You
know
people
come
in.
Who
do
I
like
want
to
fix
issues
who
find
it
like
really
cool
that?
Maybe
our
servers
are
working
in
a
certain
way
and
they
want
to
optimize
it.
B
We
actually
had
someone
come
in
recently
who
wants
to
improve
our
generation
or
like
our
binary
generation
system,
for
building
for
the
raspberry
pi,
and
so
they've
been
working
a
lot
recently
on
like
targeting
like
arm
architectures.
I
think,
and
so
it
is
super
cool,
the
people
that
we
have
come
in,
because
it's
like
it's
an
open
source
product
nobody's
making
money
off
of
it.
B
If
you
find
it
cool,
then
why
would
you
not
contribute
right
and
so
for
us
there's
just
like
so
much
reason
to
to
have
this
community
who
are
like
inspired
by
what
we're
doing
and
what
we're
trying
to
accomplish
and
want
to
bring
their
own
experience
to
it.
C
Amazing,
so
I
think,
sadly,
our
time
is
up.
C
A
Yeah,
thank
you
so
much
for.
Sharing
that
same,
I
I
was
having
an
eye
on
the
clock,
but
I'm
like.
Can
we
go
over
there?
This
is
amazing,
oh
yeah,
but
thank
you
so
much
you
know
will
will
people
find
you
on
the
chat
or
or
where
can
where
can
people
go,
find
you
to
have
more
of
a
chat?
Maybe
maybe
you
find
your
next
contributor
in
matrix
or.
B
So
for
us
we
are
mainly
on
discord.
You
can
find
our
discord.
If
you
just
look
up
lauren
on
google
go
to
our
main
website.
Everything
will
be
there.
We
we're
trying
to
do
coding,
reading
clubs
together,
so
we're
actually
going
through
the
code
base
to
get
new
contributors
going
and
yeah
we'd
love
to
see.
People
come
in
and
chat
with
us
and
tell
us
that
you,
you
were
here
at
rustfest.
C
Out,
like
maybe
we
just
fade
this
out
and
then
I
will
see
like
the
viewers
at
home
for
a
next
session
in
a
couple
of
minutes,
yeah.