this post was submitted on 12 Jun 2023
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[–] CoolCatNick@lemmyrs.org 1 points 1 year ago

If someone is not working on something and have doney spare time (like me). I'm sure it would be greatly appreciated if we used some of that time to improve the Lemmy backend. My plan for the weekend is to go through the repository and get more familiar with the Lemmy code base

[–] Enibevoli@feddit.de 1 points 1 year ago* (last edited 1 year ago)

Not a coding project with Rust, but figuring out what will happen with(out) /r/rust going forward. Posting here to show some support :-)

[–] el_gaucho@lemmy.ca 1 points 1 year ago (1 children)

Just had a massive breakthrough in my "Hello Cargo" program last night

[–] sokkies@lemmyrs.org 0 points 1 year ago (1 children)

Thats good! What were you stuck on and howd you figure it out?

[–] el_gaucho@lemmy.ca 2 points 1 year ago (1 children)

Well, after thorough research, I discovered that you can print a string of characters.

It took me hours to get the spelling right.

[–] sokkies@lemmyrs.org 1 points 1 year ago (1 children)

Wow, well done, I still struggle with that and ive been coding in rust for almost 3 years now

[–] danyel@lemmyrs.org 0 points 1 year ago (1 children)

Sorry but am I missing something? What's there to struggle with println("Hello Cargo")?

[–] rf_@lemmy.world 2 points 1 year ago

They are kidding.

[–] mayoaddict@pawb.social 1 points 1 year ago

I started studying vulkan recently, so i started building a toy renderer with (hopefully) a functional render graph and multi-threading command buffer encoding support

[–] popstarfreas@lemmy.world 1 points 1 year ago

I'm working on a falling sand physics-powered, 2d block-based open-world survival crafting game with spells instead of weapons and tools.

I'm currently using bevy_ecs (not bevy itself) and Vulkano (Vulkan rust library), SDL2 for windowing and fmod for audio. Developing on Linux but testing and building on Windows every now and then.

I've been running a Terraria server since 2012, and have had a lot of experience in C# working with Terraria's netcode and Terraria internals (via decompiling and IL patching), so decided it was time to try make something of my own.

I didn't know any engines, but I had previously used SDL2 for smaller things. We started using Rust at work (not game dev related) and I had used Rust a few times for personal projects. I got really interested in some of the functional programming concepts from languages like Ocaml and Haskell, so I decided I would make the game in Rust, despite that it may not be the most popular path.