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Piccolo - A Stackless Lua Interpreter 2024-05-01 History of piccolo A "Stackless" Interpreter Design Benefits of Stackless Cancellation Pre-emptive Concurrency Fuel, Pacing, and Custom Scheduling "Symmetric" Coroutines and coroutine.yieldto The "Big Lie" Rust Coroutines, Lua Coroutines, and Snarfing Zooming Out piccolo is an interpreter for the Lua language written in pure, mostly safe Rust with a
For this second post in Zed Decoded, our blog & video series in which we're taking a closer look at how Zed is built, I've talked to Zed's three co-founders — Nathan, Max, Antonio — about the data structure at the heart of Zed: the rope. Companion Video: Rope & SumTree This post comes with a 1hr companion video, in which Thorsten, Nathan, Antonio, and Max use Zed to look at how Zed uses the Rope a
Fyrox Game Engine Book Practical reference and user guides for Fyrox Game Engine and its editor FyroxEd. ⚠️ Tip: If you want to start using the engine as fast as possible - read this chapter. Warning: The book is in early development stage, you can help to improve it by making a contribution in its repository. Don't be shy, every tip is helpful! Engine Version Fyrox Team is trying to keep the book
Comfy is a fun 2D game engine built in Rust. It's designed to be opinionated, productive, and easy to use. It uses wgpu. Inspired by macroquad, raylib, Love2D and many others, it is designed to just work and fill most of the common use cases. Example usage use comfy::*; simple_game!("Nice red circle", update); fn update(_c: &mut EngineContext) { draw_circle(vec2(0.0, 0.0), 0.5, RED, 0); }
Macroquad Simple and easy to use game library for Rust programming language. Browse examples
The article is also available in Chinese. Disclaimer: This post is a very long collection of thoughts and problems I've had over the years, and also addresses some of the arguments I've been repeatedly told. This post expresses my opinion the has been formed over using Rust for gamedev for many thousands of hours over many years, and multiple finished games. This isn't meant to brag or indicate su
That's a good article. He's right about many things.I've been writing a metaverse client in Rust for several years now. Works with Second Life and Open Simulator servers. Here's some video.[1] It's about 45,000 lines of safe Rust. Notes: * There are very few people doing serious 3D game work in Rust. There's Veloren, and my stuff, and maybe a few others. No big, popular titles. I'd expected some A
For the past few months I’ve been mulling over some things that Russell Johnston made me realize about the relationship between effect systems and coroutines. You can read more of his thoughts on this subject here, but he made me realize that effect systems (like that found in Koka) and coroutines (like Rust’s async functions or generators) are in some ways isomorphic to one another. I’ve been pon
I will often say that the so-called “C ABI” is a very bad one, and a relatively unimaginative one when it comes to passing complicated types effectively. A lot of people ask me “ok, what would you use instead”, and I just point them to the Go register ABI, but it seems most people have trouble filling in the gaps of what I mean. This article explains what I mean in detail. I have discussed calling
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