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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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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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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geteilt von: https://programming.dev/post/50633812

Hello everyone

We released iceoryx2 v0.9 tonight. With the release, we are pushing more and more iceoryx2 into the embedded world. We have written a test runner that runs on std and no_std environments, stabilized the decentralized recovery, and added a ton of quality of life improvements.

For those who haven’t heard of it yet: iceoryx2 is a zero-copy inter-process communication library.

The basic idea is: instead of serializing data, copying it through sockets, pipes, message queues, or some broker process, iceoryx2 lets processes communicate via shared memory. That makes it useful when you care about latency, throughput, or moving large amounts of data between processes without wasting CPU cycles on copies.

It supports C, C++, Python, Rust, and C#, and runs on Linux, macOS, Windows, FreeBSD, and QNX, with experimental support for Android and VxWorks.

It is not limited to plain pub/sub either. iceoryx2 supports publish-subscribe, events, request-response streams, and a blackboard pattern, which is basically a key-value repository directly in shared memory.

The architecture is fully decentralized: no central broker, no daemon that everything depends on, and no single process that becomes the obvious bottleneck or failure point.

Happy to answer questions about the release, the no_std work, or zero-copy IPC in general.

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Is it possible to create hyprland ui components (like topbar, notification panel) using slint+rust? Has anyone tried this?

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Tutorial Link

Continuing my Bevy + Rust tutorial series. By the end, your player can pick up items on the map while the camera smoothly tracks their movement.

Inventory System

Walk near a plant or mushroom and watch it disappear into your inventory. The game logs what you collected and keeps a running count.

  • Automatic pickup when you get close to items
  • Track multiple item types (herbs, flowers, mushrooms, wood)
  • See your total collection in console logs

Camera System

Zoom in 2× for a closer view of your character and world. The camera follows smoothly as you move.

  • Zoomed-in view that shows your character and world up close
  • Smooth camera motion that keeps the player centered

You'll also learn about Rust's borrow checker and its rules while having the usual fun.

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Finally I can stay forever on lemmy even not opening the browser! 😂

Thinking of using it as a mod tool to see new posts in communities I moderate.

Sharing it early, maybe get some ideas on how to make it better.

Developer @tracyspcy@lemmy.ml

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Tutorial Link

Continuing my Bevy + Rust tutorial series. In this chapter, your character finally interacts properly with the world, no more walking through trees or floating on top of water.

What you'll build:

  • Player collides with trees, rocks, and water.
  • Character walks behind objects, creating depth in your 2D world.
  • Loading screens and pause menus.
  • Debug feature to visualize the collision map
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Tutorial Link

Continuing my Rust + Bevy tutorial series. This chapter demonstrates data-oriented design in Rust by refactoring hardcoded character logic into a flexible, data-driven system. We cover:

Deserializing character config from external RON files using Serde Building generic systems that operate on trait-bounded components Leveraging Rust's type system (HashMap, enums, closures) for runtime character switching The tutorial shows how separating data from behavior eliminates code duplication while maintaining type safety—a core Rust principle that scales as your project grows.

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