gigantos , to random
@gigantos@social.linux.pizza avatar

When people brag about how fast their project is, is that because they come from a non-system language?

I love the language, but there is no reason it would be faster than #C. Just less error prone. The best case for Rust is to be as fast as C, not faster.

earthnuker , to random
@earthnuker@merveilles.town avatar

More shenanigans: made a level viewer using my Scrapland data formats parser, built using and still need to port the DirectX8 shaders over to WGSL (should be fairly easy) and fix up the materials a bit

A Screen recording showing a terminal with some log messages scrolling by, followed by a full-screen window opening, showing a camera jerkily moving around in a Sci-fi looking 3D-Environment

ekuber , to random
@ekuber@hachyderm.io avatar

" development is going too fast (because they are stabilizing features I don't care about) and going too slow (because they are not stabilizing features I care about!"

There are only so many contributors, hours in a day, days in a year to get to everything now, and some features are reliant on other, less flashy work that needs to happen before they can be even attempted.

But people are putting in a lot of work, the codebase changes so quickly that it is hard to keep up.

outfly , to random
@outfly@mastodon.social avatar

v0.9 just took off!

✅ Implemented various challenging Achievements
✅ Implemented game menu
✅ Implemented game over screen
✅ Beautiful new planetary/lunar textures by Björn Jónsson, https://bjj.mmedia.is/data/planetary_maps.html

https://yunicode.itch.io/outfly
https://codeberg.org/hut/outfly

outfly , to random
@outfly@mastodon.social avatar

Fresh out the oven, version 0.8.5 of the open source space game !

✅ New flashlight
✅ Redesigned HUD, with -4-like bars for health/power/O2, and -dashboard-like warning lights
✅ New, well-balanced cruising vehicle
✅ Implemented power drain
✅ Much improved texture for

Btw, see how the hat of the chef doesn't cast a shadow? Because it ain't real! Just an illusion, which you can toggle with <TAB> :)

https://yunicode.itch.io/outfly

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  • + bevy
    javier_salcedo , to random
    @javier_salcedo@mastodon.gamedev.place avatar

    I’ve been using new shiny languages for a while now. , and in particular.
    I love Rust’s tooling, Swift’s syntax, and Zig’s philosophy, but I feel like good old is still the goat.

    Yeah, the syntax can get out of hand really quickly.
    Yeah, the STL is bloated.
    Yeah, the tooling ecosystem is a mess.

    But at the end of the day, with a good style guide and some discipline, it can check most of my boxes.

    But learning new languages is always fun so I’m still doing it 😬

    imperio , to random
    @imperio@toot.cat avatar

    You can now search references in rustdoc search feature.

    PR: https://github.com/rust-lang/rust/pull/124148

    onelikeandidie , to random
    @onelikeandidie@mastodon.social avatar

    Wonder how I and a friend made a foddian game in around 72 hours? Check out my new blog post going over most of the issues I found while making it. 🐟👋

    https://pires.gg/post/fish-fest-2024

    weiznich , to random
    @weiznich@social.weiznich.de avatar

    I’m happy to see the diagnostic namespace finally in a stable release. This is the result of nearly 2 years of work.

    I would like to thank the Rust Foundation for funding a part of the work. I also would like to thank @ekuber and @errs for their help and guidance while designing and building this feature.

    If you want to support my work on this feature or on diesel you can sponsor me on GitHub: https://github.com/sponsors/weiznich

    RE: https://social.rust-lang.org/@rust/112371797442463604

    imperio , to random
    @imperio@toot.cat avatar
    alia , to random
    @alia@sunny.garden avatar

    Fun! Getting something on google play! WIP v0.1 of my West Coast Swing practice drills APP :)

    video/mp4

    outfly , to random
    @outfly@mastodon.social avatar

    A new version of the open source space game is out! :)

    ✅ New settlement in a hollowed-out asteroid - can you find it?
    ✅ New map markers for planets/moons
    ✅ Added remaining 7 planets with realistic textures
    ✅ Planet/moon positions are now based on the player's real time
    ✅ New speedometer

    https://yunicode.itch.io/outfly

    itsfoss , to random
    @itsfoss@mastodon.social avatar

    What do you think about COSMIC?

    https://news.itsfoss.com/pop-os-cosmic/

    textovervideo ,
    @textovervideo@fosstodon.org avatar

    @itsfoss The Cosmic desktop is still alpha but the concept of a desktop enviroment based of Rust is promising.

    dcz , to random
    @dcz@fosstodon.org avatar

    If you like , go ahead and take a look at . It's one of the finest examples of write-only C code bases I've had the displeasure to learn from.

    https://dechifro.org/dcraw/dcraw.c

    case 274: /* Orientation */
    tiff_ifd[ifd].flip = "50132467"[get2() & 7]-'0';

    I dig that is now fixing that. And not even because it's in . I can actually follow the code!

    https://gitlab.freedesktop.org/libopenraw/libopenraw/-/blob/master/src/panasonic.rs?ref_type=heads#L849

    #C

    iw , to random
    @iw@hachyderm.io avatar

    This year, I have a goal of programming a software application every quarter (~13 weeks / 90 days).

    My first completed application was a game in the game engine written in that is a rogue like game displayed in an emulated terminal emulator.

    I learned a lot about Entity Component Systems, the benefit of design docs, and became a more knowledgeable ("better"?) programmer as a result.

    I wrote about the project and my experience here:

    https://www.isaacwyatt.com/posts/2024-04-20/?utm_source=hachyderm.io&utm_medium=referral&utm_campaign=user_post&utm_content=%40iw

    sleepytea , to random
    @sleepytea@mastodon.gamedev.place avatar

    My recent talk at sydney on just got uploaded :)

    https://www.youtube.com/watch?v=ocacUsyJXpg

    molecularmusing , to random
    @molecularmusing@mastodon.gamedev.place avatar

    I'll leave this here for the Rustaceans:
    https://youtu.be/zYCy2u_xf0A

    This shows Live++ running on a Rust app using nothing but the latest stable Rust toolchain - no nightly or custom builds. Note that this doesn't require code to be structured around dynamic libraries.

    TehPenguin , to random
    @TehPenguin@hachyderm.io avatar

    Finally, it's done! officially supports https://github.com/rust-lang/rust/pull/123144

    Of course there's still more work to do - file an MCP to promote to tier 2, add tests to various dependencies...

    chriskrycho , to random
    @chriskrycho@mastodon.social avatar

    Fantastic write-up here from Hillel Wayne on what makes so hard: https://buttondown.email/hillelwayne/archive/what-makes-concurrency-so-hard/ – it hits on a bunch of themes I have been mulling on while working on the new async/await chapter for The Programming Language book.

    An intuitive-but-worth-saying bit I would add to this, which he touches on but does not elaborate: In most of our programming, we can actually expect things to proceed in order, basically corresponding to the lines of code in our program.

    predrag , to random
    @predrag@hachyderm.io avatar

    Removing a pub method might NOT be a breaking change!

    There are a dozen possible cases, and I recently found one more!

    Did you think of the "matching default impl in a trait in a prelude" case? If you use cargo-semver-checks, you don't have to!
    https://github.com/obi1kenobi/cargo-semver-checks/issues/727#issuecomment-2054091521

    There's a case where this is in practice not actually breaking: if the trait in question is part of a prelude — either a built-in one or a crate's own prelude like e.g. pyo3's: For example, if pyo3 moves an inherent method to a trait in its prelude, we'd like to report that case as a hazard not necessarily as a semver-major change. The former tells maintainers "there's a bit of risk here so at least call this out in your release notes" whereas the latter is overstating our case a bit and could be perceived as crying wolf. It's of course possible (if a bit rare) that an inherent method may shadow an identical trait method in the built-in Rust prelude. This is a bit subtle! You may ask, why might a maintainer add an inherent method instead of using the built-in one? The answer is that the Rust standard library is actively developed too, and it's possible that the inherent method was added before std and the Rust prelude gained their version. E.g. the itertools crate has many candidates that are being considered for inclusion into the Iterator trait which is in the prelude. If a maintainer added an inherent impl for a useful pub helper method for their own iterator type, and later the Iterator trait gained an identical helper, removing that pub helper method is not breaking in practice because the Iterator trait is imported by the prelude.

    ALT
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  • 18+ juulcat , to random
    @juulcat@mastodon.gamedev.place avatar

    I had several PRs in waiting and whilst doing that discovered the Codicons links were broken. All fixed now:

    • Added Google Material Symbols
    • Updated Codicons, Lucide and Font Awesome 6 (free)
    • Improved files layout
    • Added contribution rules
    • Added a list of games that use the library

    If you use IconFontCppHeaders and would like your project featured, let me know

    https://github.com/juliettef/IconFontCppHeaders

    janhohenheim , to random
    @janhohenheim@mastodon.gamedev.place avatar

    The Rust gamedev working group's newsletter "This Month in Rust GameDev" has been rebooted, starting this April 🎉

    This is your call for submissions. Got a game you're tinkering on? A crate for fellow game devs? Do you want to share a tutorial you've made? Are you excited about a new feature in your favorite engine? Share it with us!
    You can add your news to this month's WIP newsletter to get them included.

    Link to tracking issue: https://github.com/rust-gamedev/rust-gamedev.github.io/issues/1474

    hut , to random
    @hut@chaos.social avatar

    Working on the rings of Jupiter for my space game in /. [https://codeberg.org/hut/outfly]

    Building this game really gives me a grasp of Jupiter's scale.

    First, I wanted the game to take place in the main ring of Jupiter.

    Then I rechecked calculations and updated the size of the planet to the actual size, as viewed from the main ring, and suddenly it just... filled out the entire screen 😨 it felt like horror on a cosmic scale. So... I decided, it's taking place in the outer rings instead^^"

    erikhorton , to random
    @erikhorton@fosstodon.org avatar

    Building a game can be a fun process, but how do you get it to your users? has a great toolchain for building for other platforms, so here's how you can deploy a app to mobile (), as well as to http://itch.io (with ).

    https://blog.erikhorton.com/2024/03/31/deploy-bevy-to-android-and-wasm.html

    notgull , to random
    @notgull@hachyderm.io avatar

    I wrote the first part of a series about the async-task crate!

    https://notgull.net/async-task-explained-part1/

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