RIIR | mach | |
---|---|---|
17 | 36 | |
614 | 2,787 | |
- | 2.5% | |
3.5 | 9.7 | |
8 months ago | 10 days ago | |
Zig | ||
- | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
RIIR
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First Rust Code Shows Up in the Windows 11 Kernel
It was, imo, inflated by the comments pointing to the RiiR sentiments, not the comments to that effect itself. Even repositories 'collecting' such instances (e.g. https://github.com/ansuz/RIIR) are largely not collections of making anyone to change their own software but just projects that happen to be written in Rust. (these out-of-scope issues are not being tagged appropriately). Overhyped controversy by all sides.
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Stroustrup: “C++ is bigger than ever”
Dunno what news you have missed but there's entire internet brigades dedicated sorely to spam projects with "rewrite it in rust". There's even a repo documenting this.
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Fish (shell) porting to Rust from C++
The OP post in the link references https://transitiontech.ca/random/RIIR (Rewrite it in Rust) as a meme.
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Ruff: A new, fast and correct Python checker/linter
Yes, one can hope, but I wouldn't bet on it and I wouldn't suggest to RIIR. I don't want to be that person that pops up uncalled for and asks to Rewrite It In Rust. One might think "Oh it is just one additional issue to the ~2.2k already opened mypy issues" if they have at all realized that there are that many open issues.
- NVIDIA Security Team: "What if we just stopped using C?" (This is not about Rust)
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Linus Torvalds: Rust will go into Linux 6.1
It's died down a bit now, but there is/was a non-trivial amount of stupidity from Rust advocates whenever someone ran into a memory problem with C/C++ to "re-write it in rust" or to just rewrite things in general. (IE https://transitiontech.ca/random/RIIR)
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Τι γλώσσες ξέρετε; Πως τις μάθατε;
Or even better, RIIR the Windows kernel!
- Rust is blazingly fast and memory-efficient: with no runtime or garbage collector, it can power performance-critical services, run on embedded devices, and easily integrate with other languages. Rust’s rich type system and ownership model guarantee memory-safety and thread-safety — enabling you to e
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Would a rust rewrite solve the security issues of x.org?
What is it with people asking for rust rewrites of Xorg this week? https://github.com/ansuz/RIIR/issues/83
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I’m waiting.
The second language is Rust, and I went with that partly because rewriting C in Rust is a meme in itself, and in part because it was much easier to think of how to nicely fix that bug in Rust than it was in C (just add a = to the range to be end-inclusive).
mach
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Zig Software Foundation 2024 Financial Report and Fundraiser
Myself and many others are betting on Zig in major ways, I truly think it has a bright future ahead.
In spare time, myself and a few others are working on a game engine in Zig[0], and the Zig core team has been very receptive to addressing issues our project faces and supporting us.
Others are working on pixel art editors[1], open source 2D RPG games[2], there's a group of independent folks working on a 3D massive immersive sim game[3], a group working on making Zig an amazing language for micro-controllers[4], etc.
Please consider donating $5-10 a month to the ZSF! They are a great group of people, and it has so many knock-on effects for others in the FOSS community. :)
[0] https://machengine.org/
[1] https://github.com/foxnne/pixi
[2] https://github.com/foxnne/aftersun
[3] https://github.com/Srekel/tides-of-revival
[4] https://github.com/ZigEmbeddedGroup
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DevDocs
I don't know if there's anything better than a zip. For our website[0] which includes a bunch of docs for our game engine, Zig packages, etc. we just offer a link "offline version of this site" in the footer which is an ~80MB zip file.
I think the challenge with zip files is.. do you want all the images? do you want all versions of the docs, or just a specific version of the docs? It's hard to tailor the zip to the user's desire. But zip still seems to be the best.
[0] https://machengine.org/
- Not only Unity...
- Mach - Zig game engine & graphics toolkit
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New Béziers from Math
Cool to see others working on this problem. I hope more people do.
Funnily I've seen a lot of programmers and math folks who express how truly, genuinely beautiful Beziers and the math behind them are. But I've never met an artist or graphic designer who didn't express some deep frustration at Bezier controls and how hard they are to work with.
There are even games[0] which make a mockery out of how hard Bezier controls are to use, where the game is purely using the controls.
Controls are just one side of the problem, in my view; the other side is that cubics are terrible for GPUs, they don't understand them - and I believe many of the best 2D graphics libraries today are not even fully GPU accelerated, e.g. Skia. There are folks working on compute shader-based approaches, where we try to shoe-horn this CPU-focused algorithm into GPUs and pray - but it still isn't really suitable.
The controls suck for artists, and the math sucks for GPUs. This is only true of cubics, if you restrict yourself to quadratics (although that brings other challenges), both the control issue goes away (you can just click+drag the curve!) and the performance issue goes away (quadratics are triangles, GPUs love them)
That's the summary of the talk[1] I gave at SYCL'22. In that talk, I didn't have time to present the downsides of quadratics (which are real) - so if you watch it please keep that in mind - but my overall point I think is a solid one: the controls suck, and GPUs can't handle them.
The only reason we stick with cubics in its current form is because of SVG, compatibility with existing tooling, etc. But isn't it crazy? We have new bitmap image formats all the time, and so few vector graphics formats.
In Mach engine[2] we're continuing to explore this space, end-to-end, from author tooling -> format -> rendering. I'm not claiming we have a perfect solution, we don't, but we're at least thinking about this problem. Kudos to the authors of this article for thinking about this space as well.
[0] https://bezier.method.ac/
[1] https://www.youtube.com/watch?v=QTybQ-5MlrE
[2] https://machengine.org
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0.11.0 Release Notes
A game engine https://machengine.org is being written in zig, there's also https://microzig.tech as zig is well suited to embedded development.
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Significant examples of Zig software (June 2023)?
https://github.com/hexops/mach (shameless plug)
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Learn WebGPU
Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.
WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.
[1] https://github.com/hexops/mach-examples
[2] https://github.com/hexops/mach#supported-zig-version
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Zig for gamedev?
We're building Mach which aims to be competitive with Unity/Unreal/Godot in spriti, but super modular / let you pick and choose which parts to use or build yourself.
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Mach (Zig) Adventures - Part 1
git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d
What are some alternatives?
rust-learning - A bunch of links to blog posts, articles, videos, etc for learning Rust
SDL.zig - A shallow wrapper around SDL that provides object API and error handling
ziglyph - Unicode text processing for the Zig programming language.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
arocc - A C compiler written in Zig.
quickjs-emscripten - Safely execute untrusted Javascript in your Javascript, and execute synchronous code that uses async functions
wtfiles - Files that make you go WTF!
zigstr - Zigstr is a UTF-8 string type for Zig programs.
awesome-embedded-rust - Curated list of resources for Embedded and Low-level development in the Rust programming language
cc-rs - Rust library for build scripts to compile C/C++ code into a Rust library
mach-glfw-vulkan-example - mach-glfw Vulkan example