Category: Rust

  • [AoNW] The Refactor So Far: From a Rust Movement Slice to Integrated Turns

    A few days ago, the Rust engine was mainly a successor path with movement, local sessions, contracts, and a growing set of isolated gameplay slices.

    Now it is becoming something much bigger: https://engine.aonw.net

    The latest changes add turn processing for production, research, diplomacy, economy, objectives, and match outcome resolution. Combat, cities, workers, roads, logistics, artifacts, save/replay contracts, and recipient-safe views are also part of the Rust workspace.

    This changes the shape of the migration. The Rust engine is no longer only proving that one command can cross a native boundary. It is starting to prove that a complete turn can live behind the same deterministic boundary.

    (more…)