I almost always have a release party in mind, which is easy to select as I go to 2-3 a year. Having done a lot of demoscene projects I think the most important thing there is deadlines. Also I wrote the synth in 2012/2013 mostly so that was already done. The intro itself was 2 weeks on my end that overlapped with a week of wobble's time and about the same for h0ffman although his timeline looked much different than ours as we wanted to have the music more or less done before starting visuals. Hey man! The visual tool I've been working on since march, more seriously since July after solskogen where our demo wasn't what I wanted it to be. Had it not been, this would've taken twice the time hunting down runtime bugs (although the C API between the two chunks is somewhat thick, but at least it's very simple and straightforward). It uses C++/Qt for a small UI layer on top which handles user interaction/UI rendering and providing a GL context, but all of the remaining logic is in Rust. At this point, there's no reason to switch back either it all works, the workflow is solid, and I'm overall happy with the decision here.Īlso to clarify on the tool a bit, it's not 100% Rust, but the vast majority of it is. For the rest of the replayer stuff, it made it slightly harder and/or more tedious, but there were no big surprises (minus the occasional phantom linking to the standard lib that I had to squash, but I spent a few months on the tool to hammer these things out before starting the intro, so it was no big deal). Also we're missing fonts still :)Īnyways, for the hardest bits of the intro (the engine/tool), Rust made my life enormously easier. The engine/JIT is really fairly minimal at this point, and will likely stay that way minus some modelling improvements I want to play with.
#How to get rust for free 2016 code
I mean, getting stuff small actually wasn't that bad filling in the gaps was just a bit more annoying.Īlso, the synth is still C++ it's a static lib, and beyond adding a tiny C API on the front of it that didn't change at all, and that's probably the bulk of the code actually. Now, luckily, I was able to use the i686 MSVC ABI here, which meant all of the linker options/settings I used in my previous intros carried over just fine (given I can still use the platform-provided linker, which I suspect will change in Rust's future, unfortunately for this use case). Collections-wise I really only need Vec (have to be minimal here), so I just added my own tiny impl for that. One thing is I have to do custom bindings for everything (specifically GL and win32). However, bits of the engine/replayer were a lot more work than in C/C++. Having done both now I can say that doing the engine/tool in Rust was far and away the best decision ever. We'll do our best to keep these links up to date, but if we fall behind please don't hesitate to shoot us a modmail. This is not an official Rust forum, and cannot fulfill feature requests. Err on the side of giving others the benefit of the doubt.Īvoid re-treading topics that have been long-settled or utterly exhausted. Please create a read-only mirror and link that instead.Ī programming language is rarely worth getting worked up over.īe charitable in intent.
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