Data Oriented Game Engine in Rust.

Principles

Our guiding principles to help deliver quality as we grow.


#1 Quality

“Quality is my number one concern. I don’t want to ship any bugs, ever.” – Dave Cutler.

Rift was started out of frustration with existing game engines’ focus on features over quality.

Utilizing high test coverage combined with Rust’s borrow checker, Rift is obsessed with quality.


#2 Keep it simple and stupid (KISS)

“Simplicity is complicated.” – Rob Pike

Rift is different.

Rift does not try to be like the other game engines.

Rift does not compete on features.

Rift competes on simplicity & craftsmanship.


#3 Data Oriented Design

Rift implements a data-oriented architecture, where components are stored contiguously in memory.

Together with Rust being a systems programming language, this allows for massive scale worlds.


#4 Incremental Improvements

Focus on incremental improvements rather than large, disruptive changes.

Thousands of small commits over time build great products.


#4 Ease of use & fun

Data Oriented Design & Entity Component Systems are fast, and hard to use.

Rift’s fundamental value comes from being both fast, and easy to use.

We want users to create massive worlds & simulations, while still enjoying building things.


#5 Dogfooding

“Show me the incentives, and I’ll show you the outcome” – Charlie Munger.

Rift exists because we needed it for our own games.

“Eating our own dogfood”, we believe the only way to make great products it to use them yourself.