blender-tools
Cargo
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blender-tools | Cargo | |
---|---|---|
7 | 264 | |
392 | 11,958 | |
3.8% | 2.3% | |
10.0 | 10.0 | |
over 3 years ago | 8 days ago | |
Python | Rust | |
Apache License 2.0 | Apache License 2.0 |
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.
blender-tools
- What is Rust's potential in game development?
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Does anyone here work in gamedev with Rust as their primary language?
I work at Embark Studios on our creative platform. Our team is building everything in rust.
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Rust tops StackOverflow Survey 2022 as the most loved language for the 7th year.
Tons of big companies are using it: Amazon, Discord, Cloudflare, etc. You can read about their success stories. As for game development, Veloren is a pretty complex game, and it's written entirely in Rust. Embark is betting on Rust for their game dev projects. ECS makes the dream work here, but an Actor framework would work too. You don't need DI. For example, in the web services I write using Actix, application state (stuff like clients for redis or http, db connection pool, etc.) is stored globally, and shared through the application state extractor. No dependency injection, but accessing that global state is just as convenient as if it was DI. If it's shared across workers, you put it behind a mutex/rwlock or use a concurrent data structure.
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which concerns of the game dev industry does the committee NOT address ?
https://embark.dev/ is a major player in the rust ecosystem right now. They look like they are aiming for more of a startup feel rather than an indie one.
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What are some Rust-using companies in Sweden?
We are at Embark! https://embark.dev/, https://embark.rs, https://embark.games.
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Are there any remote non-crypto Rust jobs?
Is a remote-first culture, Rust-only team building our game platform from scratch on all levels and all types of code (gameplay, engine, generalists, backend, research/ml), and with a strong focus on open source.
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What are the most important programs to learn/know to become a 3D environment artist for game development?
Tons of game studios are using Blender in production. And for environment creation 3dsMax is much more popular in games. 2 Blender examples: - Embark: https://github.com/EmbarkStudios/blender-tools - Ubisoft: https://github.com/ubisoft/mixer
Cargo
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Surprisingly Powerful – Serverless WASM with Rust Article 1
Installing Trunk happens through Cargo. Remember, Cargo is more than a package manager, it also supports sub-commands.
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Understanding Dependencies in Programming
Dependency Management in Other Languages: We've discussed Python and Node.js in this article, but dependency management is a universal concept in programming. Exploring how you handle dependencies in other languages like Java, C#, or Rust could be beneficial. (I think Rust's cargo is an excellent example of a package manager.)
- Cargo Script
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Scriptisto: "Shebang interpreter" that enables writing scripts in compiled langs
Nice hack! Would it have been possible back then to use cargo to pull in some dependencies?
The clean solution of cargo script is here: https://github.com/rust-lang/cargo/issues/12207
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Making Rust binaries smaller by default
Yes, I am sure this is going to be a part of Rust 1.77.0 and it will release on 21st March. I say that because of the tag in the PR (https://github.com/rust-lang/cargo/pull/13257#event-11505613...).
I'm no expert on Rust compiler development, but my understanding is that all code that is merged into master is available on nightly. If they're not behind a feature flag (this one isn't), they'll be available in a full release within 12 weeks of being merged. Larger features that need a lot more testing remain behind feature flags. Once they are merged into master, they remain on nightly until they're sufficiently tested. The multi-threaded frontend (https://blog.rust-lang.org/2023/11/09/parallel-rustc.html) is an example of such a feature. It'll remain nightly only for several months.
Again, I'm not an expert. This is based on what I've observed of Rust development.
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You can't do that because I hate you
The author provides very surface-level criticism of two Rust tools, but they don't look into why those choices were made.
With about five minutes of my time, I found out:
wrap_comments was introduced in 2019 [0]. There are bugs in the implementation (it breaks Markdown tables), so the option hasn't been marked as stable. Progress on the issue has been spotty.
--no-merge-sources is not trivial to re-implement [1]. The author has already explained why the flag no longer works -- Cargo integrated the command, but not all of the flags. This commit [2] explains why this functionality was removed in the first place.
Rust is open source, so the author of this blog post could improve the state of the software they care about by championing these issues. The --no-merge-sources error message even encourages you to open an issue, presumably so that the authors of Cargo can gauge the importance of certain flags/features.
You could even do something much simpler, like adding a comment to the related issues mentioning that you ran into these rough edges and that it made your life a little worse, or with a workaround that you found.
Alternatively, you can continue to write about how much free software sucks.
[0]: https://github.com/rust-lang/rustfmt/issues/3347
[1]: https://github.com/rust-lang/cargo/pull/10344
[2]: https://github.com/rust-lang/cargo/commit/3842d8e6f20067f716...
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Cargo has never frustrated me like npm or pip has. Does Cargo ever get frustrating? Does anyone ever find themselves in dependency hell?
You try to use it as a part of multi-language project, with an external build tool to tie it all together, and you discover that --out-dir flag is still not stabilized over some future compatibility concerns.
- State of Mozilla
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Learning Rust by Building a CLI App
To create a new application we'll use cargo (a build tool and also a package manager for Rust. It is used for scaffolding new library/binary projects). So in your projects folder, you can run this command in your terminal:
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Leaving Haskell Behind
> ...but at the end of the day Cargo is the reason that Rust is popular.
FWIW, maybe that's true for you, but there are numerous other advantages to the language for which many people choose to use Rust--some even "despite" Cargo: you see Google having had to put in way way WAY too much work to get Bazel working for Rust :/--that it honestly feels a bit like belittling an extremely important language to make this claim so flippantly.
> You can set a default build target for a Cargo project with two lines of configuration, no nightly features necessary...
This doesn't work as, as soon as you start setting target-specific options, it infects the host build, as they incorrectly modelled the problem as some kind of map from targets to flags. If you don't believe me, on your Linux computer, try cross-compile something complicated that will runs on a "least common denominator" Linux distribution, such as CentOS 7.
> Can you clarify what this is referring to?
Sure. I've Googled rust cargo target host bugs for you (which, FWIW, finds a number of bugs I've filed or have talked about, but it isn't as if I have a list anywhere). Note that one of these bugs is "closed", but I still provide them for context as a patch might have been merged but (as you'll find out if you read through all of these) it isn't stable.
https://github.com/rust-lang/cargo/issues/8147
https://github.com/rust-lang/cargo/issues/3349
https://github.com/rust-lang/cargo/pull/9322
https://github.com/rust-lang/cargo/issues/9453
https://github.com/rust-lang/cargo/pull/9753
The result of this work being left incomplete is that increasingly large numbers of "serious" projects--things I'd expect people in packaging land to have heard of, such as BuildRoot--are being forced to set the ridiculous environment variable __CARGO_TEST_CHANNEL_OVERRIDE_DO_NOT_USE_THIS="nightly" in order to get access to a flag that makes Cargo sort of work.
(And yet, I often see people surprised at how long it is taking for various of the more important clients to fully get into using Rust, as the safety issues are so severe from continuing to use C/C++: as you made the contention that you believe the reason why people use Rust is Cargo, I will say the opposite: the reason why we don't see more Rust is also Cargo.)
What are some alternatives?
Replibyte - Seed your development database with real data ⚡️
RustCMake - An example project showing usage of CMake with Rust
graphql-client - Typed, correct GraphQL requests and responses in Rust
Clippy - A bunch of lints to catch common mistakes and improve your Rust code. Book: https://doc.rust-lang.org/clippy/
libCat - 🐈⬛ A runtime for C++26 w/out libC or POSIX. Smaller binaries, only arena allocators, SIMD, stronger type safety than STL, and value-based errors!
RustScan - 🤖 The Modern Port Scanner 🤖
mixer - Add-on for real-time collaboration in Blender.
opencv-rust - Rust bindings for OpenCV 3 & 4
texture-synthesis - 🎨 Example-based texture synthesis written in Rust 🦀
crates.io - The Rust package registry
dwarf-writer - Updates DWARF debug sections and ELF symbols with info obtained through disassembly
overflower - A Rust compiler plugin and support library to annotate overflow behavior