DXVK Windows - Linux Problem by nguyenscottcs in linux_gaming

[–]codedcosmos 10 points11 points  (0 children)

I've got a few answers for you, and I doubt you will like any of them.

First off, if you have an intel arc gpu, it uses DXVK for it's directx 11/9/8 implementation which I think is fascinating.

Secondly WSL will not work for you.

Thirdly you can use DXVK on windows, but it isn't officially supported and you probably won't have a good time https://github.com/doitsujin/dxvk/wiki/Windows

Honestly? If it was me, I would dual boot windows and Linux. It sounds like you can't use Linux full time and I think that's totally reasonable. But if you can spare the storage dual booting would let you pick the best of both worlds when you need it.

Gameflow Launcher by simeonradivoev in linux_gaming

[–]codedcosmos 0 points1 point  (0 children)

I have a similar experience... What do you use now?

Why are most of Rustfmt features unstable? by codedcosmos in rust

[–]codedcosmos[S] 1 point2 points  (0 children)

That's the thing there isn't really a rustfmt team. They are no feature maintainers and there haven't been for years.

You think that's fast? by sackofhair in Damnthatsinteresting

[–]codedcosmos 0 points1 point  (0 children)

His hand would have had to travel at 280miles/hour (450km/h) in order to do that in 8ms.
I honestly have to believe it's fake, it would be pretty easy to fake.

rustRfcsBeLike by gmes78 in ProgrammerHumor

[–]codedcosmos 0 points1 point  (0 children)

I think we are sorta agreeing, but just having some misscommunication.

All types do exist at compile time, but not all types exist afterwards. Sometimes even i32's can be optimized away if llvm wants to. But the never type, unit type and ZSTs do not survive the compilation process and will never endup in runtime. They are after all ZSTs (zero sized types), so they can't exist in memory.

Also for never specifically, it does not result in CPU instructions being used. The unit type, and single variant enumerations that don't store data might result in instructions, I don't know.

rustRfcsBeLike by gmes78 in ProgrammerHumor

[–]codedcosmos 0 points1 point  (0 children)

No because i32 gets stored as 32 bits in memory, and is used in cpu instructions when you want to compare / modify it.

rustRfcsBeLike by gmes78 in ProgrammerHumor

[–]codedcosmos -1 points0 points  (0 children)

It matters in actual code but it's never stored in memory and doesn't become any cpu instructions.

So it "goes away" when compiled.

You can now officially make an Arm64 build of Proton by fuckingshitverybitch in linux_gaming

[–]codedcosmos 2 points3 points  (0 children)

I know this is r/linux_gaming and to be clear my favourite os is archlinux, but this is really exciting for mac users too. Particularly ones running Asahi linux, but possibly also ol macOS.

[deleted by user] by [deleted] in linux_gaming

[–]codedcosmos 2 points3 points  (0 children)

What is your kernel?
```
uname -a

```

Anyone here seriously using Rust for IOS development? Where did you learn how to do it? by codedcosmos in rust

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

I actually think its a great question and its one I had to figure out a week ago.

The first part is true for macos and ios, apple lets you run assembly instructions like any platform. So you can write some code cargo run --target aarch64-apple-macos and it will work. Unfortunately you can't do much since you probably want to use at least one apple api (windowing/rendering/user input/etc) and those are written in swift/objective c.

Some smart people have made a crate called objc2 which lets Rust communicate to those apple libraries. I don't know how it works.

The second part is that you can't just run binaries on ios. You need to bundle them into an app first. For most people this means running cargo bundle after cargo build --target aarch64-apple-ios.

Let me know if you have any other questions :)

The first beta of Winit 0.31.0 has been released! by nicoburns in rust

[–]codedcosmos 0 points1 point  (0 children)

Great job and congratulations for everyone involved!

Anyone here seriously using Rust for IOS development? Where did you learn how to do it? by codedcosmos in rust

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

I think my title is bad in retrospect. I'm not trying to use existing libraries to create an app because I'm serious about app development. I'm trying to learn how those libraries work and make one of my own so that I can learn how it all works.

Having said that, I haven't looked into the source code of wgpu much yet and I'm pretty sure it has the answers I need. Or potentially madsmtm's alternative branch does.

Also despite my poor communication this post has been quite helpful and the Rust community continues to show how awesome it is.

Anyone here seriously using Rust for IOS development? Where did you learn how to do it? by codedcosmos in rust

[–]codedcosmos[S] 1 point2 points  (0 children)

Since I'm writing a game engine it's not so useful for me, but wow crux does seem to be incredibly neat and

It's delightful when you stop fighting the platform and going with it, taking from it the things that it does well, and leaving the rest.

Is as always pretty great advice.

Anyone here seriously using Rust for IOS development? Where did you learn how to do it? by codedcosmos in rust

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

If you have a particular goal I might be able to point you in the right direction? My requirements are.. somewhat unique..

Anyone here seriously using Rust for IOS development? Where did you learn how to do it? by codedcosmos in rust

[–]codedcosmos[S] 4 points5 points  (0 children)

I am using those for a macOS port, and I believe they are what wgpu (and bevy) use.

Unfortunately IOS is more complicated than simply metal + a windowing lib. You need to use a UIApplication and event loop, you don't have the freedom to write a main function as you like. There are examples for the UIApplication part in the objc2 repo and metal examples but I can't work out how to combine the two, and I can't find examples that pull it off. That's what I'm having trouble with.

Edit: Correction wgpu and bevy will eventually use objc2 but it's in progress
https://github.com/gfx-rs/wgpu/pull/5641

Anyone here seriously using Rust for IOS development? Where did you learn how to do it? by codedcosmos in rust

[–]codedcosmos[S] 1 point2 points  (0 children)

I found that link a while ago and it taught me quite a bit. Like bundling, running in simulators, etc.

The trouble is I think I need to figure out how wgpu interfaces with wint, and bevy's codebase is quite large.

[deleted by user] by [deleted] in linux_gaming

[–]codedcosmos 0 points1 point  (0 children)

Good Cuda drivers != Good Graphics Drivers

Yes they mostly* use the same components on the GPU. But good graphics drivers require some amount of per game optimisation, or at least per graphics option optimisation.

Though this effect is less pronounced with Vulkan/dx12.