RustEd: Open-Source Doom Map Editor in Rust | Contributors Wanted

Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
Forum rules
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.
User avatar
ericsonwillians
Posts: 1
Joined: Mon Feb 17, 2025 4:30 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Pop!_OS
Graphics Processor: nVidia with Vulkan support
Location: São Paulo - SP, Brazil

RustEd: Open-Source Doom Map Editor in Rust | Contributors Wanted

Post by ericsonwillians »

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.
User avatar
camper
Posts: 136
Joined: Sun Feb 25, 2018 10:53 am
Location: Tatarstan

Re: RustEd: Open-Source Doom Map Editor in Rust | Contributors Wanted

Post by camper »

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.
User avatar
Hellser
Global Moderator
Posts: 2773
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: RustEd: Open-Source Doom Map Editor in Rust | Contributors Wanted

Post by Hellser »

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 :)

Return to “Creation, Conversion, and Editing”