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gccrs | rust-sdl2 | |
---|---|---|
102 | 33 | |
2,250 | 2,600 | |
1.4% | 1.2% | |
9.9 | 7.1 | |
6 days ago | 8 days ago | |
Rust | ||
GNU General Public License v3.0 only | MIT License |
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.
gccrs
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FreeBSD evaluating Rust's adoption into base system
There is a Rust front-end for GCC that is under active development [1]. If the chip vendors are not willing to develop and upstream a LLVM back-end then they can feel free to start contributing to it.
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Why do lifetimes need to be leaky?
That's why gccrs doesn't even consider lifetime checking a part of the language (they plan to use Polonius, too).
- Rust-GCC: GCC Front-End for Rust
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How hard would it be to port the Rust toolchain to a new non-POSIX OS written in Rust and get it to host its own development? What would that process entail?
There's ongoing work on a Rust front-end for GCC (https://github.com/Rust-GCC/gccrs). Bit barebones right now -- ie, even core doesn't compile -- but there's funding, demand, and regular progress, so it'll only get better from there. Once gccrs can compile core, it should be ready to compile most of Rust, and thus if you've taught the calling conventions for C to GCC, you're golden.
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How hard is it to write a front end for a more complex language like Rust or Kotlin?
I recommend checking out the GCC Rust frontend project.
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Rust contributions for Linux 6.4 are finally merged upstream!
That is what theyre refering to, yes. The GitHub is named https://github.com/Rust-GCC/gccrs
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GCC 13 and the State of Gccrs
- But this misses so much extra context information
3. Macro invocations there are really subtle rules on how you treat macro invocations such as this which is not documented at all https://github.com/Rust-GCC/gccrs/blob/master/gcc/rust/expan...
Some day I personally want to write a blog post about how complicated and under spec'd Rust is, then write one about the stuff i do like it such as iterators being part of libcore so i don't need reactive extensions.
- Break rust Easter Egg Merged Into gccrs
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Any alternate Rust compilers?
(Speaking of which, Rust-GCC (or gcc-rs or gccrs or whichever other of their names they decide is the primary one) isn't even going to be a complete C++ implementation. Their plan is to implement enough to compile Polonius (the NLL 2.0 borrow checker being developed in Rust for rustc) and then share that since borrow-checking isn't necessary for codegen... only to identify and reject invalid programs... making the C++ portion of it not that different in scope from mrustc.)
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Which programming languages, if all legacy code written in them was ported to a more modern language, would become extinct?
That bridge will be crossed with gccrs (compiling Rust with gcc directly, coming next month with GCC 13) and rust_codegen_gcc (rustc frontend, GCC backend, works now but just doesn’t yet have an “easy” setup)
rust-sdl2
- Nannou – An open-source creative-coding framework for Rust
- SDL2 issues
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SDL&C Or Wgpu&Rust, for Learning Graphics Programming ?
I don't think that SDL and WGPU are really comparable. You'd be better off comparing SDL to something like Notan or even the SDL bindings for Rust. That said, SDL will have vastly more learning resources than Wgpu or Notan or any Rust alternative. If you know and like rust you can probably use the resources with the Rust SDL bindings.
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Game Lib similar to LWJGL Pygame SDL
Those are 3 very different libraries. Are you looking for something in the middle, or do you want all of the features you described? For what it's worth, there's SLD2 bindings for Rust https://github.com/Rust-SDL2/rust-sdl2
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How would I connect renderer coded in C and logic coded in rust?
There's already a Rust binding for SDL2. See https://crates.io/crates/sdl2
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SDL2 vs Winit/Pixels/CPAL/etc. Is going "native" really worth it?
nope. https://github.com/Rust-SDL2/rust-sdl2/issues/884 emscripten target won't work yet either.
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I would like a simple, but abstracted, drawing library
it seems like what you are looking for is sdl2 bindings
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cannot borrow `renderer` as mutable more than once at a time
Dude. It's literally at most 50 lines of code, the entire project. What kind of documentation do you expect me to write? The library I'm using is this one. I don't know why you'd need to know anything about it since it's purely something that can appear literally anywhere, it's part of the language.
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C++ coders, why do you stick with the language?
*and* SDL2-sys *and* Rust-SDL2
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Hey Rustaceans! Got a question? Ask here! (21/2022)!
The SDL2 crate had something like this, and it's an option I'm considering. However, if possible, I'd prefer a different, simpler GUI library, so if there's an input-specialized crate out there that does this, I'd love it.
What are some alternatives?
gcc-rust - a (WIP) Rust frontend for gcc / a gcc backend for rustc
winit - Window handling library in pure Rust
rustc_codegen_gcc - libgccjit AOT codegen for rustc
bevy - A refreshingly simple data-driven game engine built in Rust
rustc_codegen_gcc - libgccjit AOT codegen for rustc
Amethyst - Data-oriented and data-driven game engine written in Rust
mold - Mold: A Modern Linker 🦠
rust-sdl - SDL bindings for Rust
rust - Empowering everyone to build reliable and efficient software.
raylib - A simple and easy-to-use library to enjoy videogames programming
Rust-for-Linux - Adding support for the Rust language to the Linux kernel.
Crayon - A small, portable and extensible game framework written in Rust.