~/talk

Oxidizing Fields of Mistria, a Post-Mortem

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A homegrown Rust runtime replaces GameMaker Studio 2’s 150k lines of GML and moves heavy subsystems into native code, shipping Fields of Mistria 1.0 on August 5, 2026. Pathfinding and rendering code migrate to 30,000 lines of Rust, images and collisions convert to human-readable TOML manifests, and dependencies use SDL3 and FMOD with OpenGL via Glow. Shadows drop from ~3 ms to 0.7 ms on CPU, segfaults disappear, modding explodes (the “mod apocalypse”), and incremental Rust compiles run ~1s.

AI-written summary · about

  1. 0:00Introduction and background
  2. 3:10Talk overview and goals
  3. 10:04Engine transition plan
  4. 14:07Asset conversion process
  5. 20:50Tech stack and library choices
  6. 25:02Public beta and mod apocalypse
  7. 31:03Performance improvements with Rust
  8. 33:53Results and lessons learned
  9. 34:17Q&A session
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