bootloader
arewegameyet
bootloader | arewegameyet | |
---|---|---|
7 | 99 | |
1,266 | 677 | |
2.0% | 0.9% | |
7.4 | 7.1 | |
4 days ago | 10 days ago | |
Rust | SCSS | |
Apache License 2.0 | Creative Commons Attribution 4.0 |
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bootloader
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Can Rust do Computer Graphics and ML?
That's just an unbased claims. People have written bootloader in rust and the linux kernel is also considering adopting Rust. None of this would happen if Rust cannot interface the hardware or is turing complete.
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[uefi-rs] - How can you load an arbitrary Rust UEFI protocol without so many crazy ass steps?
The "official" (with outdated code) bootloader: https://github.com/rust-osdev/bootloader/blob/main/src/bin/uefi.rs
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Changing bootloader crate options for graphical vga mode
A quick wander through the docs, and then the repo turned up an open feature request for VESA video modes which mentions a merged PR for 320x200 VGA support.
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Cargo workspaces, sub crates and build options
But here I come across an interesting structure https://github.com/rust-osdev/bootloader/tree/main/examples/test_framework
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UEFI vs BIOS. How much does it actually matter now of days?
Long story short, it appears there is no way to get started with UEFI (cue more downvotes). I've even spent a week carefully copying code beginning here: https://github.com/rust-osdev/bootloader/blob/main/src/bin/uefi.rs only to discover that nothing displays to the screen. There is an error somewhere in the 500 lines required to print a character to the screen, and it's impossible to tell where it is.
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Rustで自作OS 3日目
rust-osdev/bootloader
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Need help locating learning material. Interested in trying to develop a bootloader using Rust.
You can also take a look at the upcoming version of the bootloader crate, which has UEFI support: https://github.com/rust-osdev/bootloader/pull/130 . It is not documented very well yet, but maybe it helps already. The UEFI entry point function is here .The #[entry] macro of the uefi crate just makes the function a pub extern "efiapi" fn. The function is named efi_main because that's the default entry point name for Rust's built-in UEFI targets (e.g. x86_64-unknown-uefi). Theimageandst` function arguments are passed directly by the UEFI firmware.
arewegameyet
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Is rust suitable for multiplayer games?
arewegameyet
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Someday, maybe, we will be game. I hope.
"While the ecosystem is still very young, you can find enough libraries and game engines to sink your teeth into doing some slightly experimental gamedev."
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Egregoria is a city simulation with high granularity
I think Rust for games has come really far. I will cite https://arewegameyet.rs/ "Almost. We have the blocks, bring your own glue.".
All the blocks are there and the language is really well suited to games.
On top of my head:
The pros:
- The crate ecosystem and the package manager makes it really easy to integrate any useful component such as pathfinding, spatial partitioning, graphics backend, audio system.. Most crates take a lot of effort to be cross-platform so I can develop on linux and not spend too much time debugging windows releases.
- The strong typing and algebraic data types makes expressing the game state very pleasant. I also found I was able to develop a very big game without too many bugs even though I don't write many tests.
- Ahead of time compilation + LLVM guarantees you won't have to optimise for weird things around a virtual machine. Rust gives you more control to optimise hot loops as you can go low-level.
- I find wgpu to be the perfect balance between ergonomics and power compared to Vulkan. OpenGL support through wgpu is also a nice addition for lower end devices.
- The Rust community is very helpful, you can often talk directly to crate maintainers
The cons:
- Compilation times, when compared to JITed languages such as C# can be very painful. It can be alleviated by buying a 3950X but I still often get 10-30s iteration times.
- The static nature of Rust means you often need a dynamism layer above to tweak stuff that can be awkward to manage. I made inline_tweak for this purpose but it's really far from how easy Unity makes it. https://github.com/Uriopass/inline_tweak
- Since Rust feels very ergonomic, you are tempted to write almost all game logic within it, so mod support feels very backwards to implement as you cannot really tweak "everything" like in Unity games. Thankfully "Systems" game like Factorio or Egregoria can be theoretically split into the "simulation" and the "entities" so mod can still have a great impact. Factorio is built in C++ so has the same problematic. Their Lua API surface is quite insane to be able to hook into everything. https://lua-api.factorio.com/latest/
Now, I have to talk about Bevy: https://bevyengine.org/. It did not exist when I started but it is a revolution in the Rust gamedev space. It is a very powerful 100% Rust game engine that makes you write game code in Rust too. It has incredible energy behind it and I feel like if I'd used Bevy from the start I wouldn't have had to develop many core engine systems. Its modular design is also incredibly pleasant as you can just replace any part you don't like with your own.
- What is Rust's potential in game development?
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Struggling to find practical uses for Rust
For practical uses of Rust? Whatever you want to program. People use Rust for game development, GUIs, web dev, and more. Anything where abstraction, speed, concurrency, memory safety, etc. are important, Rust will probably be a good fit.
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Latest Zen Kernel......
Are we game yet? "Almost. We have the blocks, bring your own glue"
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Really frustrated. [Warning: Bit of a negative rant]
Not seeing anything else that's close to photo realistic. I'm hitting the tough bugs first all too often. More than half my time has been spent on ecosystem problems.
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What are some stuff that Rust isn't good at?
I also know of https://arewegameyet.rs/
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Chrome ships WebGPU, a sort-of successor to WebGL. How soon do you see this being adopted by the game dev community?
Yes — and in fact, Firefox's implementation has been the go-to graphics API for folks trying to make Rust gamedev happen for a long time now. Bevy Engine's renderer is built on it, for example.
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Are We <Thing> Yet?
They're all/mostly websites about the state of the Rust language ecosystem. For example, can you write games in Rust (https://arewegameyet.rs/) or what's the state of the async (https://areweasyncyet.rs/)
What are some alternatives?
oreboot - oreboot is a fork of coreboot, with C removed, written in Rust.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
elf2efi - Convert ELF-format images to PE+ suitable for use as EFI applications
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
uefi-rs - Rust wrapper for UEFI.
rust-rdkafka - A fully asynchronous, futures-based Kafka client library for Rust based on librdkafka
burn - Burn is a new comprehensive dynamic Deep Learning Framework built using Rust with extreme flexibility, compute efficiency and portability as its primary goals. [Moved to: https://github.com/Tracel-AI/burn]
GameDev-Resources - :video_game: :game_die: A wonderful list of Game Development resources.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
detonator - 2D game engine and editor 💥💣
blog_os - Writing an OS in Rust
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community