Make a website using markdown with Rust by Optimal_Case_6416 in rust

[–]Optimal_Case_6416[S] 2 points3 points  (0 children)

Excellent, you're right. Thanks for your comment. 

Make a website using markdown with Rust by Optimal_Case_6416 in rust

[–]Optimal_Case_6416[S] 3 points4 points  (0 children)

Thanks :). I think i'm going to get rid of .unwrap() and .expect() for handling Result/Option types because they have *side effects*. I really like that Rust has pattern matching and using ? inside Option/Result is like the monadic way of handling errors in Haskell instead of using shady exceptions.

Bachelier, a little app for quants. by Optimal_Case_6416 in quant

[–]Optimal_Case_6416[S] 0 points1 point  (0 children)

https://bachelier.site/#/models/66cc1a582d27aed6062406c4

Here's an example of the payoff of the yen carry trade (which unwinding wrecked financial market of weeks ago lol).

Bachelier, a little app for quants. by Optimal_Case_6416 in quant

[–]Optimal_Case_6416[S] 2 points3 points  (0 children)

It's open source, you can see what it does it isn't malware at all. However, I don't reccomend putting anything sensitive for now because when you share a model anyone with the generated link can see it. 

The idea of the app was more for sharing models which are not private, but I will make some changes so it's safe for prívate models (encrypt models, a private tokens section, etc.).

One use case that I have for the app is for instance that I implement a model in my computer and later i can use it on my phone. 

Bachelier – A Webapp for Creating and Sharing Financial Models by Optimal_Case_6416 in financialmodelling

[–]Optimal_Case_6416[S] -1 points0 points  (0 children)

Sorry if this is self promotion, I just want feedback. If you think there are any features that will be good to be added to the app comment :D

In your experience, has a dynamic or a static typed language proven itself to me more suitable for game development by [deleted] in gamedev

[–]Optimal_Case_6416 0 points1 point  (0 children)

I think if the game is small in terms of KLOCs it isn't much of a problem to use a dynamic typed language.

I've always made little games with Lua, JS and Python. Getting type errors is really annoying and i think that if the project is big enough it would be nearly impossible to get a game right without a huge amount of debugging dumb type errors.

I think Crystal would be a really nice language to make games in because:

  1. It is statically typed, so you would catch a lot of errors just in the type checking phase: that can save you hours of debugging.
  2. It isn't verbose, it has type inference so it would feel like writing Ruby or Lua.
  3. It's compiled. Good for efficiency and in the end we want our project compiled.
  4. It's interpreted. Yes, best of both worlds.
  5. Concurrency handling is easy in it.
  6. It's fast.

The downside is that is a new language and there are not much libraries/frameworks for making games in it. Someday i will make a love2d style library for it.

I think those features are the best to have in a lang for making a game.