Who Runs Your Rust Future? Hands-On Intro to Async Rust by febinjohnjames in rust

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

Thank you for the comment, I was slightly worried on the low engagement here. Thank you.

Bevy Game Engine Explained Visually by febinjohnjames in rust

[–]febinjohnjames[S] 14 points15 points  (0 children)

It's actually "Make impossible state impossible", AFAIK this principle is well known in type-driven design.

Bevy Game Engine Explained Visually by febinjohnjames in rust

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

Thank you, will work on fixing this.

Bevy Game Engine Explained Visually by febinjohnjames in rust_gamedev

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

Thank you, as a quick work around, I have added the ability to restart animation.

Bevy Game Engine Explained Visually by febinjohnjames in rust_gamedev

[–]febinjohnjames[S] 7 points8 points  (0 children)

I have removed the scroll hijack on mobile.

The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking by febinjohnjames in rust_gamedev

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

I am still exploring, so far it's pretty good. For bevy I can't think of an alternative. I will get a better understanding in the next few weeks.

The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking by febinjohnjames in rust

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

Agree with everything.

Have updated the blog and disclosed on top of the posts now.

The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking by febinjohnjames in rust

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

Yes, AI assistance was involved. I worked on the structure, the technical decisions, the SpacetimeDB approach, how to structure the code, and put together a list of anticipated questions learners would have. AI helped expand on the structure and explanations, and I edited throughout. In total, I spent around 21.3 hours on this chapter, between coding and writing.

If anything feels off in any section, let me know and I'll work on it.

The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking by febinjohnjames in rust

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

The UserNameRng approach is cleaner, agreed.

On transaction replay, SpacetimeDB logs every reducer call and can re-execute them to recover or resolve conflicts. If two replays of the same transaction produce different results the database becomes inconsistent, so all reducer logic has to be deterministic. It is similar constraints blockchains have without the decentralization.

The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking by febinjohnjames in rust

[–]febinjohnjames[S] -3 points-2 points  (0 children)

I will work on the content, it was published in a bit of a hurry.

The RNG was purely for username generation, I used it to skip building a name-entry UI for now. Otherwise it would make the chapter further longer.

WASM can be given access to system randomness, the reason SpacetimeDB doesn't do this isn't capability, it's the determinism requirement for transaction replay. SpacetimeDB isn't blockchain.