I'm developing a new map editor written in Rust, in order to be able to introduce some features that I've always wanted, mainly regarding procedural generation.
RustEd is an open-source, high-performance Doom map editor written in Rust. Inspired by the Eureka editor.
Project Overview:
Repository: RustEd on GitHub
Language: Rust
GUI Framework: eframe/egui
Parallelism: Rayon
License: GNU
Current Progress:
Map loading implemented (Demo)
https://www.youtube.com/watch?v=tpeRAI2SpbA
Basic drawing tool completed (Demo)
https://www.youtube.com/watch?v=XJ1FxeFgc3c
How to Contribute:
Fork the Repository: RustEd on GitHub
https://github.com/EricsonWillians/RustEd
Create a Feature Branch
Submit a Pull Request (PR)
Requirements:
Rust Knowledge: Familiarity with Rust syntax and Cargo.
Doom Map Concepts: Understanding of linedefs, sectors, and vertices. I personally consult the eureka and chocolate-doom source code for reference.
Experience with Concurrency (Optional): Knowledge of Rayon or similar libraries is useful, since I load stuff async and async code in Rust might get... nasty.
Egui (Optional): That's not a requirement, just read the docs, I chose it over Cairo in C and I'm also discovering things.
This is a large-scale project with room for meaningful contributions. If you want to help build a modern editor for classic Doom mapping, your participation is welcome.
Contact: ericsonwillians@protonmail.com
I have many crazy and experimental ideas for doom and this is my first major step on implementing them. If you want to add me on discord, it's just "ericsonwillians".
Disclaimer: Sorry for the blank / new account, my old account has been disabled long time ago (RederickDeathwill) and for a long time this forum didn't allow for account creation, so... anyway, this a crosspost with DoomWorld.
RustEd: Open-Source Doom Map Editor in Rust | Contributors Wanted
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: RustEd: Open-Source Doom Map Editor in Rust | Contributors Wanted
If it works in Linux, reads and saves udmf, works with zdoom text textures, pk3 packs, zip, etc., then it will be in great demand.
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Re: RustEd: Open-Source Doom Map Editor in Rust | Contributors Wanted
It reminds me at the moment of old classics like DMAPEDIT thus far, which hey - isn't a bad thing at the moment. It looks like you're just getting started! I'm on Linux (Manjaro, an ArchLinux derivative), so our choices is either SLADE or a somewhat unfinished version of GZDoom Builder. I have some questions:
1) Do you intend to just stick with classic Doom map format (v1.9 for both Doom/Doom II) or expand into Boom/MBF down the road?
2) Do you intend later to introduce linedef colors to give an idea what is what to the end user? (This is a 1-sided linedef, this is a 2-sided linedef, this is a linedef with an action)
3) I know this might be a big one, but is a 3D environment in the plans as well (think SLADE/Doom Builder)? OpenGL/Vulkan would cover both Windows and Linux.
I know right now you're just getting started - and I give you a huge applause, good sir. I'm afraid I don't know anything about coding, but I'm sure you'll find willing beta testers in both Doomworld and ZDF
1) Do you intend to just stick with classic Doom map format (v1.9 for both Doom/Doom II) or expand into Boom/MBF down the road?
2) Do you intend later to introduce linedef colors to give an idea what is what to the end user? (This is a 1-sided linedef, this is a 2-sided linedef, this is a linedef with an action)
3) I know this might be a big one, but is a 3D environment in the plans as well (think SLADE/Doom Builder)? OpenGL/Vulkan would cover both Windows and Linux.
I know right now you're just getting started - and I give you a huge applause, good sir. I'm afraid I don't know anything about coding, but I'm sure you'll find willing beta testers in both Doomworld and ZDF
