gecs
winsafe
gecs | winsafe | |
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2 | 41 | |
98 | 449 | |
- | - | |
7.5 | 9.5 | |
9 months ago | 8 days ago | |
Rust | Rust | |
Apache License 2.0 | 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.
gecs
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What is Rust's potential in game development?
Sure, if you'll forgive me again for copying over text from a previous post. For context, I'm the author of gecs, which is a compile-time library for generating Entity Component System worlds and performing queries against them during compilation. Over the course of writing this library I encountered a number of limitations of Rust's compile-time capabilities with generics and both declarative and proc macros. Some of them I managed to push through with hacks, but others are simply impossible to solve (at least, as far as I can tell after expending a lot of effort trying) on stable.
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PDF Slides: Rust for "modern" C++ devs
I disagree with this. They're a code generation tool, but not particularly powerful compared to the features I mentioned in C++. They have no understanding of types, can't evaluate constants, can't enforce constraints, can't (easily) determine build configuration in their host crate (via #[cfg]), and so on. There's also no concept of stateful proc macros or proc macro dependencies that pass information to one another. I've been working on a compile-time ECS library (source code here) and it has been a struggle in quite a number of ways.
winsafe
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Sorry... what diskette?
I know all that shit because I'm the author of Rust's WinSafe library, which is a safer Rust layer over native Win32, so I had to deal with a lot of shit like this.
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Accessing List of Installed Apps on Windows 11
[dependencies] winsafe = { git = "https://github.com/rodrigocfd/winsafe", features = ["kernel"] }
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What is Rust's potential in game development?
Externally, you can write a lot of native Windows stuff in Rust already. Personally, I'm having a lot of fun with WinSafe.
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What are the scenarios where "Rewrite it in Rust" didn't meet your expectations or couldn't be successfully implemented?
If you had such problems (which I also had in the past), I'm really interested in you opinion about WinSafe, and if it could help you solving them.
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Is there a more "traditional" desktop front end I can use with Tauri?
If you're after a native Windows application, WinSafe may suit your needs.
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GitHub - ryanmcgrath/cacao: Rust bindings for AppKit (macOS) and UIKit (iOS/tvOS). Experimental, but working!
As the author of WinSafe, I can say it's tedious sometimes, but it's often very challenging, because you have to translate crazy unsafe behaviors into Rust's ownership model. It's surely hard, but also very rewarding at the end.
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Microsoft is rewriting core Windows libraries in Rust
As the author of the WinSafe lib, I wholeheartedly agree.
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A Proposal for Safe Window Handles
I don't know how rare this is (or how rare it should be), but this issue warned me about this potential problem, and I had to make a huge refactoring to treat the possibility. I had to rethink many aspects of all handle implementations. It was hard work, but in the end it was worth it.
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Why is building a UI in Rust so hard?
WinSafe says hello.
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Use ManuallyDrop in Rust to control drop order of structure fields
WinSafe, for example (which attemps to be a safe layer over the Windows API), provides lots of RAII automations. A fine example is the BeginPaint function:
What are some alternatives?
FlipFlop - A digital logic simulator built on simple rules.
panamax - Mirror rustup and crates.io repositories, for offline Rust and cargo usage.
kajiya - 💡 Experimental real-time global illumination renderer 🦀
winlamb - A lightweight modern C++11 library for Win32 API, using lambdas to handle Windows messages.
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
skytable - Skytable is a modern scalable NoSQL database with BlueQL, designed for performance, scalability and flexibility. Skytable gives you spaces, models, data types, complex collections and more to build powerful experiences
arewegameyet - The repository for https://arewegameyet.rs
rust-psvita - Project to build PS Vita apps in rust
bevy - A refreshingly simple data-driven game engine built in Rust
kube - Rust Kubernetes client and controller runtime
Fyrox - 3D and 2D game engine written in Rust
calligrapher-ai - Handwriting Synthesis with RNNs ✍🏻