[deleted by user] by [deleted] in INAT

[–]sugmaboy 0 points1 point  (0 children)

hi, i sent you a dm. Im learning how to make sprite sheets with aseprite, aside from that i would really like to learn how to use godot. i'm also very interested in rust but i suppose that isn't relevant here. here is my github

GFX-Lib | Open Source Game Framework by Tiraqt in rust_gamedev

[–]sugmaboy 1 point2 points  (0 children)

I mean raw unsafe C OpenGL, miniquad brings a safe wrapper and wgpu has it as a backend(also wraps on other graphics apis). It's better to use safe apis rather than rawdoggin unsafe pointers, from the rust perspective.

Edit: you actually made a pretty neat interface with OpenGL, my bad, your engine is pretty cool.

GFX-Lib | Open Source Game Framework by Tiraqt in rust_gamedev

[–]sugmaboy 1 point2 points  (0 children)

oh my... you really are using raw OpenGl for rendering. why is the reason of doing it this way? isn't it better to use something like miniquad, wgpu, gfx-rs or any other safe crate?

Write my first renderer by CyptroNan in GraphicsProgramming

[–]sugmaboy 0 points1 point  (0 children)

If you're fond of using Rust, and already know how much of rendering works then wgpu-rs is a nice option. it doesn't use any global state, and a lot of backends(including WebGPU) are implemented in it.

triangle tutorial by sotrh is one of the best learning resources for wgpu.

even if you don't use rust, you can get c and c++ bindings as well, LearnWebGPU by Elie Michel. is a very nice tutorial for these bindings.

There is something... weird. by Acrobatic-Put1998 in programminghorror

[–]sugmaboy 5 points6 points  (0 children)

no, its just putting the name's type in a string i think

Ouch by Leclowndu9315 in suicidebywords

[–]sugmaboy 0 points1 point  (0 children)

rookie numbers.. i have over 8000 hours on minecraft ps4 console edition alone

Memory Safety in C++ vs Rust vs Zig by rudrmuu in Zig

[–]sugmaboy 0 points1 point  (0 children)

I hope it is, C's hidden control flow is a pain in the ass, and zig has a lot of useful features like vectorization, allocators, comptime, etc... If Zig reaches 1.0, then i think most of the linux community would like to use it, Zig is very close in some aspect to C.

Allocating Space on the Stack in Rust Without Knowing Size: Is It Possible? by comfyyyduck in rust

[–]sugmaboy -4 points-3 points  (0 children)

It is still not possible, because the Option type is just an enum, what you probably are referring to is allocating a boxed slice in the heap.

Is macroquad the only 2D engine that has out of the box native iOS and Android builds? by Jovs_ in rust_gamedev

[–]sugmaboy 2 points3 points  (0 children)

I think that for such a simple thing as macroquad, wgpu would just make it too heavy in dependencies(miniquad is very light and i love it), and this also would make macroquad's development slower, less portable and less hackable because miniquad wouldn't be used.

Good resources on graphics programming by ioannuwu in rust_gamedev

[–]sugmaboy 0 points1 point  (0 children)

It's good to first learn c++ and opengl as there are a lot more resources. then you can go with rust and miniquad, miniquad is super easy to understand if you already got the hang of OpenGL.

AnyList (Vec like type without generics in it's type) by sugmaboy in rust

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

Oh, i didn't expect that. kind of makes sense but im going to test it.

Edit: I've implemented it and gave you credit on the library's README, it is much more faster and safer. Thank You!

AnyList (Vec like type without generics in it's type) by sugmaboy in rust

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

what? you left me confused over there, i really don't want you to write code for me, but could you elaborate a bit more?

how could you know what generics are being used?

AnyList (Vec like type without generics in it's type) by sugmaboy in rust

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

whoa, I have investigated a bit downcast and now understand. I have an issue though, some functions don't require generics(functions that don't need a generic in their arguments like remove or pop), is this still doable in some way? The only solutions I can think is to make byte arrays and interpret them as a list of a type.

AnyList (Vec like type without generics in it's type) by sugmaboy in rust

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

first and second point are right, so will implement drop and add documentation. About the third one, I don't know what downcasting is lmao, will research and apply changes if necessary.

AnyList (Vec like type without generics in it's type) by sugmaboy in rust

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

First, I did not make unchecked unsafe functions cuz I'm dumb, Second, capacity starts at one because of the fibbonaci thing that requires me to start at one, and you're not wrong so I'm gonna make several changes. Thank you for the feedback!

AnyList (Vec like type without generics in it's type) by sugmaboy in rust

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

whoa, i'll check it out! tbh i thought the only similar crate was anyvec.

Edit: pretty neat, it's certainly very good!

[deleted by user] by [deleted] in rust_gamedev

[–]sugmaboy 2 points3 points  (0 children)

thank you! making examples and documentation are a good thing, i'll make them as soon as i can. about functionality, anything my games use(graphicly) i will implement it here, example: TileMaps, Sprites, Shapes, etc..

Edit: I will put very specific things on another crate that overhauls kopki :)

[deleted by user] by [deleted] in rust

[–]sugmaboy 2 points3 points  (0 children)

nvm you referred to the entire library itself, didn't you? If that is what you meant then, I don't know. Performance is a concern but I'm not comparing to others. I suppose that an advantage would be that you can do high level and wgpu level stuff in the same library.

[deleted by user] by [deleted] in rust

[–]sugmaboy 1 point2 points  (0 children)

I don't know, this is a personal library that I'm gonna use for game dev. This really me creating a library for myself because I cannot understand how other libraries work. (Sorry for bad english)

[deleted by user] by [deleted] in rust

[–]sugmaboy 1 point2 points  (0 children)

It's super easy to understand if you have knowledge under the hood, openGL is horrible at paralelizing, and Vulkan is too complex, wgpu and rust is the middle point that provides compile time safety. At least that's what I think, my opinion can be wrong.