Simple arkanoid game written in Hrust with SDL3
Like Crust, it is Rust that is actually fun!
What is different?
- No use of rust std (but libc or SDL3 stdlib is allowed)
- Many unsafe code
- Use of C libs
I tried to make precise collisions by approximating collision time using binary search (not colliding state -> colliding state) and processing collisions like sub-frames. But what about situations when a small object "teleported" through another between frames?
Updated: Added a new experimental deep collision detection.
We can calculate distance between two objects (rects). So we can find distance delta in a very small time (f32 epsilon). If distance was decreasing and then became increasing (again binary search), there is chance that there was a collision at the smallest distance.
Everything is already bundled
Test on platforms other than windows