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My Rust CUDA project actually started with trying to do fluid simulation on the GPU, but it turned out there was literally no good way to do it so i kind of abandoned that project altogether. Until i started experimenting with rustc codegens obviously ;)
The library elm-ui makes it easy to create a nice user interface. I am unaware of anything similar for Rust+WASM, so I would have been forced to deal with HTML and CSS.
I recently made a full-powered shell language and interpreter using parser combinators.
The closest to cargo C++ build system I know of is xmake.io, has a very nice package manager, friendly syntax and even supports Rust (for projects having both C++ and Rust), it was a life changer to me.
Have you seen iced-rs? It's inspired by Elm and compiles to the web as well.
I made an input! helper macro that parses the input file into a Vec of whatever type I need.
Before this project I worked for on another game that used A LOT of Rust. And basically every crate I released on crates.io was for that. (Mergui, silver_animation and silver_surf were libraries for the client side part, which got eventually turned into Godot + F# when quicksilver stopped being supported. Tealr + tealr_derive were made for the server side part.) I stopped working on it as the project was just too big for me. I've worked multiple years on it now and I'm still FAR away from a working prototype.
I would have written yabridge (which lets you use Windows VST2/VST3 audio processing/generation plugins on Linux as of they were native Linux VST2/VST3 plugins) in Rust if that was in any way feasible, but that would likely have required either doing one-two years of preparation work forking rustc, LLVM and a bunch of libraries to add a Winelib target to Rust, or still writing most important bits in C++ anyways and then writing some ugly bindings and glue code on top of that.
Anything "hobby gamedev" where I don't need more performance: I'm not going to give up the power and comfort of using Godot and adding something GDNative-based like godot-rust significantly complicates the cross-platform builds I can do and kills off some like MacOS where I don't own a Mac and, thus, don't own a license to use the SDK.
Anything web that's more than a "microservice with an HTML API": ...like my "miniserve, but for image galleries" and "remote for a few X10 devices" apps because Rust doesn't have Django's ecosystem.
Anything "hobby gamedev" where I don't need more performance: I'm not going to give up the power and comfort of using Godot and adding something GDNative-based like godot-rust significantly complicates the cross-platform builds I can do and kills off some like MacOS where I don't own a Mac and, thus, don't own a license to use the SDK.
Others might have mentioned before but look at https://seed-rs.org for the Rust+WASM part.
I considered Rust and C for quick-lint-js (JavaScript code checker), but I chose C++ instead. (Full rationale documented here.)
It's not impossible to make something that looks good. I think iced is the most promising at the moment, I wrote a tool in it recently: https://github.com/ZakisM/bl3_save_edit.
I'm not a Zig user, so the above is just my understanding/interpretation of the comment. FWIW a cursory googling for Zig package manager did confirm that there are several (e.g. gyro, zigmod) without an official one.
I'm not a Zig user, so the above is just my understanding/interpretation of the comment. FWIW a cursory googling for Zig package manager did confirm that there are several (e.g. gyro, zigmod) without an official one.