Page 1 of 1

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

Posted: Mon Feb 17, 2025 4:39 am
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.

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

Posted: Wed Mar 12, 2025 7:57 am
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.

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

Posted: Mon Apr 28, 2025 10:56 pm
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 :)