RustAdventure
@rustadventure
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Learn to build reliable and efficient software in Rust operated by @chrisbiscardi
Joined September 2021
Helllooo everybody :) We've got a completely new Rust Adventure site for you today! Complete with Light mode, Dark mode, and new, more accessible pricing that reflects the future of the project. https://t.co/WvZs4UfetJ
rustadventure.dev
Rust Adventure is a collection of workshops and practical projects you can use to learn Rust.
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Will this eventually turn into a workshop? Well maybe. It depends mostly on how much subscribers want it to. I *definitely* think a rust-forward series would be useful and it could be a good intro to some of Bevy's underlying crates (glam, wgpu, etc). https://t.co/b7gfteSsTw
rustadventure.dev
Its the weekend and you know what that means! Time to implement raytracing in one weekend using Raytracing in One Weekend. The book is written in C++ so my goal is to do some ad-hoc conversion and...
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I spent the last 6 months rewriting all of the infrastructure for @rustadventure in, well, Rust. The biggest question for me was whether or not Rust could handle the last holdout: web UI. https://t.co/qnyTlSpN9X
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We'd like to introduce the new top level governance body of the Rust Project: the Leadership Council. See our blog post:
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egui 0.22 is out, with the ability to screenshot frames and WebGPU support!
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We had hundreds of conversations with management people over the last decade (wow!) about how and why Rust can be adopted into an organisation. It's now a structured course you can book. Send us all your bosses! https://t.co/yhVPO7JfR8
Evaluating Rust for your upcoming project and need an expert opinion? Join our new 4-hour workshop "Why Rust?" on April 26 and learn what #rustlang is about, what advantages it offers and what challenges it may bring to your specific project https://t.co/vImuGc2JW1
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🆕🆕🆕🦀 In the last few weeks, #rustlang 1.68.0, 1.68.1 and 1.68.2 have been released! Here's a thread with some of the highlights of Rust 1.68. 🧵 1/11 https://t.co/r7XkKEzs0G
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Whenever @nnethercote shares his work, I sit up straight and study it like a university student. > (I’m a better programmer today than I was in 2002) I was still in primary school 😂, I flew to New Zealand the year after. https://t.co/8mOYIAEIi9
nnethercote.github.io
Welcome to the fifteenth post in my long-running “How to speed up the Rust compiler” series, and the first in 2023.
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Why you have to write function signatures on Rust functions instead of letting the types be inferred
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Hot on the heels of our 0.10 release, we're thrilled to announce .... Bevy Jam #3! Read the rules and sign up here: https://t.co/Klne2JjQ9T
#bevyjam #bevyengine
itch.io
A game jam from 2023-04-01 to 2023-04-23 hosted by bevy. Welcome to the third official Bevy Jam! In this 9 day event, your goal is to make a game in Bevy Engine , the free and open-source game engine...
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This is the largest changelog of bevy_egui so far, thanks to everyone involved! The 0.20 version with @BevyEngine 0.10 support is now available. #egui @rust_gamedev
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Bevy 0.10 is out now! It features ECS Schedule v3, Cascaded Shadow Maps, Environment Map Lighting, Depth / Normal Prepass, Smooth Animation Transitions, Improved Android Support, Revamped Bloom, Distance and Atmospheric Fog, and much much more! https://t.co/NnD1ntYGVr
bevy.org
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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i've cut a smaller-than-planned cargo-dist 0.0.4 to unblock people who wanted arm64 macos support also makes the installers understand that arm64 windows also has rosetta-style emulation, so x64 binaries can be used if no native ones are available https://t.co/LeD63A44dS
github.com
Release Notes This is a smaller release than originally planned to get some platform support that was blocking folks out the door. Features that were originally planned for this one will ideally be...
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Finally, we can clone our data, copying it into the function. We still have access to the old data, and the function we called has a copy of the data that it owns.
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Instead of moving, we can share access to data through references. A shared reference allows many functions to read the data, even though my_stuff still owns it.
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If we give another function ownership of the data we no longer have ownership and can not access the data through our original variable. This is often called “move” because we’ve moved the data from our variable into the function.
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In this case the variable my_stuff owns the Vec itself. We have a number of options for passing that data around our program: - give another function ownership of the data - share read or write access temporarily - clone the data and pass around a copy of it
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Ownership in Rust means that only one variable owns a piece of data at any given time.
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If we put all of that together, we can use structs and enums to represent different parts of our data in different ways. Check it out on the Rust Playground: https://t.co/5jSHo4Nvnm
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