Отдал бы и ползарплаты! Войти !bnw Сегодня Клубы
УНЯНЯ. У нас есть немножечко инфы об этом пользователе. Мы знаем, что он понаписал, порекомендовал и даже и то и другое сразу. А ещё у нас есть RSS.
Теги: Клубы:

https://www.reddit.com/r/rust_gamedev/comments/5vqlln/shar_one_year_with_rust/ "Hi, Reddit! I posted here for a few times, and now our team has reached the important stage of development - we are launching our Greenlight campaign on Steam. Game idea Our idea is quite simple - we found [an article](gafferongames.com/networking-for-game-programmers/) about network physics synchronization and realized, that there are very few games that use physics extensively as the core part of gameplay. We have very big plans on this idea, but as a first step - we want to launch our first game with this technology. We found the simplest game mechanics exposing this physics idea and started to work. Feedback on the language First of all - Rust is an amazing language for game development, maybe it is the best one. We have Rust stable on build machine and nightly for development. Nightly is used only for compiler intrinsics for a profiler. There were problems with nightly one or two times, but simple downgrades to previous nightly solved the problem. The main issue was compilation time - our biggest crate compiled for about 3 minutes. But with incremental compilation, it's almost fixed. It still takes minutes sometimes, but often - only a few seconds. I am using incremental compilation from very early testing versions - and I had only one time when it generated invalid code. During this year I had only one (ONE!!) bug in the code that was really hard to find. The entire program behaved really strange, crashing sometimes with strange backtrace inside a hashmap implementation. This bug was found within a day, I just double-triple-etc checked all usages of "unsafe" keyword in the codebase (there were 3 times). And yes, the bug was in one of those unsafes. Most of the time I was the only programmer, and basically, we were a 3-person team - me, 3d and 2d artists. Recently, my friend joined us as the second programmer. He works on the particle system now. He had no experience with Rust at all, so I watched how fast or painful learning of Rust is for a newbie. And he was completely satisfied! I found that Rust is absolutely good as a mentor. I mean - when you write good code, it compiles smoothly, but when you made a bad decision (like to store pointers to dynamic data everywhere or building over complicated structures) Rust tells you - please, stop, think more on design. And it actually works! I’ve seen how Rust teach you how to code. The biggest question, when we started our game with Rust, was about the libraries and an infrastructure. How to build a GUI? How to work with 3d party data? And, yes, we had some problems with libraries. After all, the only big library we are using - is glium. I can't say that glium is perfect, but it works. Our rendering is quite simple, and it works well for our needs. The best part of glium - you don't go too far from OpenGL, so, theoretically, it may be replaced or changed when it will be really needed. On the other hand, glium just works at the beginning and is simple and useful. It’s sad that it's almost not supported anymore, but I absolutely understand reasons behind that. Maybe we will do our own glium-compatible (at least the part we use) OpenGL wrapper, maybe we'll try to add needed features to glium. "
#VVYYEN (2+2) / @o01eg / 2829 дней назад
https://blog.rust-lang.org/2017/02/02/Rust-1.15.html "The build system for Rust has been re-written in Rust, using Cargo. It is now the default. This process has been long, but has finally borne fruit. Given that all Rust development happens on the master branch, we’ve been using it since December of last year, and it’s working well. There is an open PR to remove the Makefiles entirely, landing in Rust 1.17. This will pave the way for rustc to use packages from crates.io in the compiler like any other Rust project, and is a further demonstration of the maturity of Cargo. Rust has gained Tier 3 support for i686-unknown-openbsd, MSP430, and ARMv5TE."
#3VVGRP (0+1) / @o01eg / 2851 день назад
У - удобно: `cargo install cargo-tree`
#LPUU6Z (0) / @o01eg / 2857 дней назад
Rust обгоняет Go: https://medium.com/@robertgrosse/parallelizing-enjarify-in-go-and-rust-21055d64af7e#.ofup3wz68 Hashtests time: Rust 135 seconds, Go 290 seconds Rust: 82.5 seconds, Go 165 seconds, Pypy 310 seconds
#9XFX53 (5+1) / @o01eg / 2860 дней назад
Новый вид гриппа, заразившийся им переписывает ПО на Rust: http://www.wilfred.me.uk/blog/2017/01/11/announcing-remacs-porting-emacs-to-rust/
#2KZQ1E (3+1) / @o01eg / 2873 дня назад
М-м-максисмум хипстота: https://www.youtube.com/watch?v=IqrwPVtSHZI
#TSCF9J (1) / @o01eg / 3344 дня назад
В GTK системный трэй считают устарешим, а в QML (сама Qt в rust не поддерживается) трэй просто не поддерживается.
#57QD7M (2) / @o01eg / 3355 дней назад
#LICDN4 (1) / @o01eg / 3361 день назад
Ждём ебилдов: http://blog.rust-lang.org/2015/08/06/Rust-1.2.html "What’s in 1.2 stable As we previously announced, Rust 1.2 comes with two major performance improvements for the compiler: An across-the-board improvement to real-world compiler performance. Representative crates include hyper (compiles 1.16x faster), html5ever (1.62x faster), regex (1.32x faster) and rust-encoding (1.35x faster). You can explore some of this performance data at Nick Cameron’s preliminary tracking site, using dates 2015-05-15 to 2015-06-25. Parallel codegen is now working, and produces a 33% speedup when bootstrapping on a 4 core machine. Parallel codegen is particularly useful for debug builds, since it prevents some optimizations; but it can also be used with optimizations as an effective -O1 flag. It can be activated by passing -C codegen-units=N to rustc, where N is the desired number of threads. Cargo’s performance has also improved dramatically: Builds that do not require any recompilation (“no-op builds”) for large projects are much faster: for Servo, build time went from 5 seconds to 0.5 seconds. Cargo now supports shared target directories that cache dependencies across multiple packages, which results in significant build-time reduction for complex projects. The 1.2 release also introduces support for the MSVC (Microsoft Visual C) toolchain, as opposed to GNU variants. The upshot is that Rust code is now directly linkable against code built using the native Windows toolchain. The compiler bootstraps on MSVC, we have preliminary nightlies, and we are testing all rust-lang crates against MSVC. Unwinding support is not yet available (the process aborts on panic), but work is underway to land it. On the language side, Rust 1.2 marks the completion of the dynamically-sized type (DST) work, allowing smart pointers like Rc to seamless apply to arrays and trait objects, so that Rc<[T]> is fully usable. This final enhancement applies to all smart pointers in the standard library. Support for external smart pointer types is available in nightlies, and will be stabilized soon."
#1FIYKL (2) / @o01eg / 3397 дней назад
http://blog.maidsafe.net/2015/07/01/the-ants-are-coming/ "Soon after, heavily frustrated by the speed at which we were developing in C++, we started looking into ways to speed up development without a reduction in code quality, surely the holy grail of software development. After much research, David became increasingly convinced that a new systems-level language, Rust, had something to offer. In his spare time (between about 2 a.m. and 5 a.m.) he started transposing one of our most complex libraries, Self-Encryption (the component that seamlessly splits data into smaller chunks and encrypts them), over to Rust, which at that time wasn’t even in Beta yet. This was very successful and fast! David followed a similar process with MaidSafe’s Routing library. With another successful test complete our development team was split for a few weeks while the core team remained in C++ and another team started transposing the rest of the code. This was a risky and scary time. To split the dev team at a period when we were under significant pressure to produce a stable network seemed counterintuitive. But thankfully, going backwards to move forward paid off, and without this change there is no doubt in our minds that we would not be where we are today. It is not the intention to go into detail here about how and whether Rust is better than C++. For debates on that subject you can check out some of the threads on the forum and elsewhere. I think that is a debate as contentious as GPL vs MIT, or even Borg vs MacEnroe, fun to debate but don’t expect consensus any time soon. All I can say is that it’s working for us and allows us to iterate quickly, be more defined with our tasks and be more definitive with our timescales."
#0TN0OX (2) / @o01eg / 3404 дня назад
А маскотом rust будет https://simpsonswiki.com/w/images/f/fe/Rusty.png ?
#NIDZLF (2) / @o01eg / 3432 дня назад
http://publications.lib.chalmers.se/records/fulltext/219016/219016.pdf "Parallelization in Rust with fork-join and friends Creating the ForkJoin framework Master’s thesis in Computer Science and Engineering"
#DZM24J (0) / @o01eg / 3434 дня назад
Или у одного меня git2-rs не собирается под msys2, или винда была признана устаревшей и неактуальной платформой.
#8Q9D3L (2) / @o01eg / 3438 дней назад
--
ipv6 ready BnW для ведрофона BnW на Реформале Викивач Котятки

Цоперайт © 2010-2016 @stiletto.