Diving into the deep end with Rust/C# hybrid in game project
summary
A commercial VR multiplayer action game uses a shared Rust crate for core logic and Unity/C# for rendering and input, connecting via platform shared libraries (DLL/SO) and UDP to an authoritative server. Rust code runs physics (using rapier physics), rollback timelines, background threads and Prometheus metrics, delivers fewer runtime crashes than C# and predictable frame-safe performance on the Meta Quest. The hybrid approach works but raises integration and learning-curve tradeoffs.
AI-written summary · about
chapters (7)
- 0:00Start
- 0:47Personal History
- 1:11What Is Rust Good for
- 4:11Null Reference Exception
- 10:55Game Engines for Rust
- 13:37The Rust Learning Curve
- 15:55Runtime Errors
related talks
24mJourney to Fullstack Mobile Game Development in Rust
21mA journey to fullstack mobile game development in Rust
26mMaking Rust more Accessible through Game Development
01h 04mRust-ifying Your C# Codebase: A Tale of Adventure and Transformation
21mRust - Cargo Cult?
39mLevel Up Your Concurrency Skills With Rust
49mMultiplayer Misadventures - Tales from making our first PvP multiplayer game in Unity
28mRust for Pythonistas
