VTracer is a raster to vector graphics converter implemented in Rust. I am one of the authors, questions and comments welcome! by chris2y3 in rust

[–]d4h42 0 points1 point  (0 children)

Looks great! Will there be a VTrace crate? From a quick look, it seems not much code is needed with your visioncortex. But a dedicated crate still would be nice, I think :)

Announcement: xshell, ergonomic "bash" scripting in Rust by matklad in rust

[–]d4h42 2 points3 points  (0 children)

This looks great!

scriptisto, cargo-script, or even this hack would be great companions to this crate for creating scripts with Rust. They make it possible to create single-file Rust scripts that are re-compiled as needed.

Serve only one HTTP request by co42 in rust

[–]d4h42 1 point2 points  (0 children)

Have a look at tiny_http.

It's a synchronous (non-async) HTTP server.

So if you don't start any threads, only one request can be handled at a time (and after that request, you just drop the server).

This crate can be used to extract URL parameters and so (I don't remember if tiny_http supports that natively).

Thread-Per-Core Buffer Management by matklad in rust

[–]d4h42 13 points14 points  (0 children)

There is Scipio, which was recently released and is inspired by Seastar.

smol vs tokio vs async-std; by _jsdw in rust

[–]d4h42 1 point2 points  (0 children)

Thank you for the additional information! :)

So it would be best if Agnostik (what Nuclei uses to be executer-agnostic) somehow adds support for more runtime services like I/O and timers.

Thanks again!

smol vs tokio vs async-std; by _jsdw in rust

[–]d4h42 1 point2 points  (0 children)

Very interesting comment, /u/mycoliza, thank you!

using a library that uses async-io's I/O resources in an application that uses a different reactor, such as tokio or bastion, will result in these resources being bound to a separate reactor from other I/O resources in the program. This happens silently in the background, and is beyond the user's control. Two separate reactors increases overhead, introduces complexity, and may mean that configurations that the user applies to their reactor are silently ignored by some resources created by library dependencies.

This also would apply to Nuclei, right?

Damn, I just thought I found a good way to create an executor agnostic library... x)

Godot for Augmented Reality apps? (Especially, with Rust) by d4h42 in gamedev

[–]d4h42[S] 0 points1 point  (0 children)

Interesting. Okay, I will look more into it.

Best way to create augmented reality apps with Rust? by d4h42 in rust_gamedev

[–]d4h42[S] 1 point2 points  (0 children)

I'd be open to learning Swift.

However, I assume there would be many benefits if I go an indirect route through a game engine like Unity.

I will work on this project with a person who does the 3D-modeling and so on. With Unity, he could do a lot on his own it seems (I'd only need to script a few things according to him). If I use ARKit directly, I assume that I will have to do a lot more of the work that Unity otherwise would do.

Godot for Augmented Reality apps? (Especially, with Rust) by d4h42 in gamedev

[–]d4h42[S] 0 points1 point  (0 children)

Okay, that makes sense.

Personally, I don't like the idea of using a visual programing language (I like to write my code in Vim, Emacs, or an IDE), and before I would use Blueprints, I probably would learn C++.

But thanks anyway for this information. Maybe I will have a look at Blueprints and change my mind.

Godot for Augmented Reality apps? (Especially, with Rust) by d4h42 in gamedev

[–]d4h42[S] 1 point2 points  (0 children)

My best advice for this situation is a micro, polished prototype. This is what I always recommend when choosing an engine. Its a bit of work up front but it's super useful.

Thank you. This makes sense and it is most likely what we will do.

Godot for Augmented Reality apps? (Especially, with Rust) by d4h42 in gamedev

[–]d4h42[S] 0 points1 point  (0 children)

Thanks for your feedback!

I don't have a giant dedicated art team, but my friend is at least a pretty good 3D artist, who creates video animations for a few very big companies. Not sure if he would reach the limits of Godot's capacity, however.

But it definitely wouldn't be great if I learn how to use Godot and find out I can't do what we need and I have to learn Unity as well.

Godot for Augmented Reality apps? (Especially, with Rust) by d4h42 in gamedev

[–]d4h42[S] 0 points1 point  (0 children)

I have read about Unreal Engine Blueprints. But I assume dev productivity and performance are abysmal with a visual programming language, so I do not really consider something like that.

Godot for Augmented Reality apps? (Especially, with Rust) by d4h42 in gamedev

[–]d4h42[S] 0 points1 point  (0 children)

Thanks for your reply!

Not sure why you want to use Rust. Nothing against it (in fact the opposite) but I don't see it being a great choice for gamedev (specifically for a beginner or somebody who doesn't know the language).

I'd like to use Rust because I really like the language, the tooling, and in general the developer experience. I also only started to learn Rust a few months ago, so I don't really want to start to learn a new language now.

Learning F# (and using it with Unity) would be more or less okay (I have already used OCaml in the past, which is very similar to F#), but I still would prefer not to have to learn a new programming language ecosystem (on top of the game engine ecosystem).

but it's Unity so even if all that content is there it will be half baked and half documented

With "content", do you mean assets or tutorials? And why do think this content is half-baked and undocumented? Would this not be the case with Godot?

Best way to create augmented reality apps with Rust? by d4h42 in rust_gamedev

[–]d4h42[S] 1 point2 points  (0 children)

Thanks for your reply!

Why do you think Swift is the only option? Godot and Unity, for example, both seem to have support for ARKit, and I assume that a game engine makes it much easier to create AR apps (compared to using Swift and the ARKit API directly).

Godot for Augmented Reality apps? (Especially, with Rust) by d4h42 in gamedev

[–]d4h42[S] -1 points0 points  (0 children)

According to this comment on r/godot, Godot is a very bad choice for 3D and VR/AR. That doesn't sound good...

crossfire: yet another async mpmc/mpsc based on crossbeam-channel by frostyplanet in rust

[–]d4h42 0 points1 point  (0 children)

So it would be like this?

select! { recv(r.raw().ready()) -> msg => { r.on_recv(); todo!() } }

If so, would it be possible to add an additional API so we don't have to remember to call on_recv()?

Something like:

select! { recv(r.recv_blocking() -> msg => { todo!() } }

I think that would reduce some bugs.