blender-tools
Cargo
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blender-tools | Cargo | |
---|---|---|
7 | 262 | |
392 | 11,828 | |
3.8% | 2.5% | |
10.0 | 10.0 | |
about 3 years ago | 4 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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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
"Beg", and "passive aggressive" from TFA, is an unnecessarily emotional interpretation of that sentence. It's perfectly neutral. When they imported `cargo-vendor` into cargo removed a feature that was not trivial to reimplement, so they asked for an issue to be opened so that they can see if people want it and so that someone can decide to implement it.
That message *could* be updated to point to https://github.com/rust-lang/cargo/issues/10310 instead of asking for new issues to be created or suggesting the old `cargo-vendor`. (The author of TFA already knows about that issue, since they commented on it before they published their article.)
(You might say it would've been better to let cargo-vendor remain instead of importing it into cargo, but the reason that was done was to ensure it would continue to work with changes to cargo. Indeed that is why cargo-vendor does *not* work properly any more.)
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?
And there are IMHO some rough edges around workspaced crates. E.g. https://github.com/rust-lang/cargo/issues/3946
Be careful about doing this globally on in a way that shares the target dir, you'll end up hitting a cargo bug that causes it to combine unexpected code in some cases, which can cause unsound behavior. https://github.com/rust-lang/cargo/issues/12516
For filesystem caches, see https://github.com/rust-lang/cargo/issues/12633
I wonder, is cargo gc solve the problem https://github.com/rust-lang/cargo/pull/12634 ?
Something else that will help is per user caching which several people are looking into. For dependencies you share between projects, they'll share the folder, saving on disk space.
What are some alternatives?
RustCMake - An example project showing usage of CMake with Rust
Clippy - A bunch of lints to catch common mistakes and improve your Rust code. Book: https://doc.rust-lang.org/clippy/
RustScan - 🤖 The Modern Port Scanner 🤖
opencv-rust - Rust bindings for OpenCV 3 & 4
overflower - A Rust compiler plugin and support library to annotate overflow behavior
crates.io - The Rust package registry
cargo-check
cargo-outdated - A cargo subcommand for displaying when Rust dependencies are out of date
cargo-dot - Generate graphs of a Cargo project's dependencies
rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]
rust - Empowering everyone to build reliable and efficient software.
cargo-edit - A utility for managing cargo dependencies from the command line.