Rust

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Welcome to the Rust community! This is a place to discuss about the Rust programming language.

Wormhole

!performance@programming.dev

Credits

  • The icon is a modified version of the official rust logo (changing the colors to a gradient and black background)

founded 3 years ago
MODERATORS
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Hocusfocus is a tool I made to track how long you spend on certain tasks (Working, Studying, Wasting time).

It was initially written in Swift, but was rewritten in Go a while ago. Now, I’ve rewritten it in Rust.

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geteilt von: https://programming.dev/post/52041408

Have you ever thought about sharing data across language boundaries without serialization? This blog post highlights the challenges behind this endeavor and how they can be overcome.

Note: I'm not the original author of the blog post, but since the author does not have a programming.dev account, I post it on his behalf.

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Who Runs Your Rust Future? Hands-On Intro to Async Rust

I wrote a hands-on intro to async Rust where you build a future and the runner that drives it. It assumes you've written async/await in JS and know Rust basics (structs, enums, closures). No prior async Rust needed.

What the first chapter covers:

  • Who actually runs your async code in Rust
  • What calling an async function actually does, compared to a JS Promise
  • What 'running' a future actually means, step by step
  • The waker: how a future says when it's worth polling again, so you can sleep instead of spinning the CPU
  • Building a Oneshot channel by hand
  • Writing block_on, a runner that drives a future to completion

Everything is built from std only, no dependencies. Also, this chapter is a part of a bigger series that goes deep into async Rust.

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Is there any guide, tutorial or other resource that helps in making a REPL-based DSL using rust

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Bevy Game Engine Explained Visually

A visual tour of how Bevy helps you compose complex, emergent games from small independent systems and a data-driven architecture.

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Tutorial Link

Chapter 7 - Let There Be Enemies

Continuing my Bevy + Rust tutorial series. Learn to build intelligent enemies that hunt and attack the player using A* pathfinding and AI behavior systems.

By the end of this chapter, you'll learn:

  • Implement A* pathfinding for enemies to navigate around obstacles
  • Reuse player systems for enemies (movement, animation, combat)
  • Build AI behaviors
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After 993 days (~2 years and 8 months) since the first public commit, Kellnr just crossed 1,000 GitHub stars! 🦀

For anyone who hasn't run into it: Kellnr is a self-hosted Rust crate registry. Think a private crates.io you fully control. It supports private crates, docs.rs-style documentation generation, crates.io proxying/caching, SQLite & PostgreSQL, local or S3 storage, a web UI, and user/group access control.

A bit of perspective on how we got here:

  • ⭐ 1,004 stars, 80 forks
  • 👥 40 contributors
  • 📝 2,212 commits (~15.6 per week, every week, for ~2.7 years)
  • 📦 66 releases (~2 a month) — currently on v6.3.0
  • 🔀 939 merged pull requests
  • 💻 ~33k lines of Rust + ~20k lines of TypeScript/Vue

Huge thank you to everyone who starred the project, opened issues, and especially the contributors who sent PRs. This milestone is yours as much as mine. ❤️

If you've been wanting a private registry for your team or homelab, give it a try and let me know what you think. Feedback, issues, and PRs always welcome!

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This Week in Rust 653 (this-week-in-rust.org)
submitted 3 weeks ago by cm0002@lemdro.id to c/rust@programming.dev
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Tutorial Link

Chapter 6 - Let There Be Particles

Continuing my Bevy + Rust tutorial series. Learn to build a particle system to create stunning visual effects. Implement custom shaders, additive blending, and bring magic into your game.

By the end of this chapter, you’ll learn:

  • How to spawn and update thousands of particles efficiently
  • Add variance for organic, natural looking effects
  • Custom shaders with additive blending for that magical glow
  • Building a flexible system that’s easy to extend
  • Give your player magical powers
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