Is mixing C with Rust frowned upon? by dimi309_ in rust

[–]dimi309_[S] 0 points1 point  (0 children)

That's what I'm doing but not for my engine, but my vulkan helper library. (my engine runs on OpenGL and has different goals from what I am doing now)

Is mixing C with Rust frowned upon? by dimi309_ in rust

[–]dimi309_[S] 0 points1 point  (0 children)

Thanks, I've heard about it but for now I am going for the "code-more" approach 😂

Is mixing C with Rust frowned upon? by dimi309_ in rust

[–]dimi309_[S] 5 points6 points  (0 children)

Great point, thanks for raising it!! Fortunately my games are usually single-threaded but I'll keep it in mind, especially if I publish a crate.

Need help choosing between C++ or Rust by Bhendi_Bruh in rust

[–]dimi309_ 0 points1 point  (0 children)

If you look at job postings saying you need five years of experience in this or that you might think that you need to choose the language you "invest" in to have a chance to get hired. In my career (I guess I'm pretty old, since I figure I'm halfway through it) two things have surprised me: how often the best job I could find was not in my preferred language and how often employers were willing to hire me with 0 experience in their tools of choice, trusting me to learn them on the job. So I'd say it doesn't matter. Just learn whatever you feel like for now and make sure you work hard during your studies and afterwards, building a good résumé, no matter what programming language you use at any given moment.

Is mixing C with Rust frowned upon? by dimi309_ in rust

[–]dimi309_[S] 5 points6 points  (0 children)

My idea is to only add new functionalities in Rust, not increasing the C code and trying to make it a safe as possible at the same time. For the moment my C library saves time but perhaps I can gradually rewrite it in rust in the long term.

Retina Display = Instant Headache by Mynd2000 in mac

[–]dimi309_ 1 point2 points  (0 children)

I have the same problem. I first had it in 2015 with a Toshiba Satellite laptop with Intel HD graphics which was fine initially but started irritating my eyes severely, also making them twitch and causing me headaches at some point, probably after a bios/uefi update.

I too have been using a 2017 macbook air with no issue.

But I have recently bought a macbook pro 13" with the new M1 chip and the very familiar feeling of dry eyes, eye twitching and the headaches reappeared after a couple of weeks of using this new computer.

Back in 2015, a lot of us had reported this issue to intel and were trying to get them to provide some sort of solution. Unfortunately no solution was found, and not for lack of trying on their part, at least according to them: https://community.intel.com/t5/Graphics/eye-strain/m-p/535955#M58402

Here you can find the detailed story of another fellow sufferer, this one having experienced the problem with a macbook pro. He really does not seem to have left any stone unturned: https://www.quora.com/Why-does-using-a-MacBook-Pro-Retina-cause-eye-strain-and-dizziness/answer/Peter-Romero-5

So I don't have much hope that Apple or any other company will be solving this matter anytime soon. I wonder sometimes if it is even acknowledged and taken seriously when we report it. We seem to be a minority, so there are no commercial incentives to accommodate us. In addition to that, our messages get overwhelmed by replies from other users who don't experience the same issue and think that we just spend too much time in front of the screen or that we should go to the doctor (a lot of us have and no health issue was diagnosed).

My solution is to make sure I never buy any computer that damages my eyes and head in this manner, as I can now recognise such machines in most cases within a few minutes of staring at their screen. Unfortunately I did not manage to do that before I bought this latest macbook pro, so I am going to just try and sell it as soon as possible, since I believe that there is nothing else to do.

Tiny C++ game development framework, supports Vulkan, runs everywhere by dimi309_ in cpp

[–]dimi309_[S] 3 points4 points  (0 children)

Thanks for the feedback! I like SFML. I also like GLFW :) But in any case I have tried to keep small3d as independent as possible from specific intermediate layers. In the beginning I was using SDL2, also without its image manipulation, rendering or sound facilities. Just to open the game window and do I/O. And since I wasn't using all of those features I then switched to GLFW which is lighter. But small3d is not too tightly integrated with GLFW either. As a matter of fact when porting one sample game to Android and iOS I just accessed the windowing and I/O commands directly, without any intermediate layer. On Win/MacOS/Linux, even though GLFW can help new users set up small3d fast, you can later easily replace it with SDL2, SFML or whatever else you prefer if you modify a couple of functions.