If you couldn't tell your food had been cut with sawdust would it matter to you if you found out?
HN user
tbillington
Is threatening the computer program and typing in all caps standard practice..?
- Honesty is a core value. If you lie, you'll be replaced.
- BREAKING THE LETTER OR SPIRIT OF THE RULES IS FAILURE.
Wild to me there is no explicit configuration for this kind of thing after years of LLMs being around.This is the best explain-like-im-5 I've heard for geo mean and helped it click in my head, thank you :)
There are a lot of voxel games that aren't visually cubey. Marching cubes algorithm is just example. Here's a voxel game (fully deformable/mineable world) that isn't block based https://store.steampowered.com/app/1203620/Enshrouded/.
Every timeout in every hop of the chain is within your control to configure.
lol
The devs mentioned they're not currently looking into it. The game uses Vulkan which isn't supported by MacOS, so they'd have to write a whole second renderer just for Mac.
It is also available on linux.
I beat elden ring on m1 pro using Whisky :)
Language bindings for C and C++ with CMake and Bazel support right out of the box. Python and other languages are coming soon.
vendor + linecount unfortunately doesn't represent an accurate number of what cargo-watch would actually use. It includes all platform specific code behind compile time toggles even though only one would be used at any particular time, and doesn't account for the code not included because the feature wasn't enabled. https://doc.rust-lang.org/cargo/reference/features.html
whether those factors impact how you view the result of linecount is subjective
also as one of the other commenters mentioned, cargo watch does more than just file watching
You could open an issue and ask :P
to qualify as a new Show HN there needs to be some major new development, not just a new feature
One could argue a major version qualifies. Apart from the genuine dupe 3 months ago all of these are separate stories.
dang's comment also specifically covers "show hn" posts which this is not. Some clarification from dang would be helpful though.
It wasn't really used. It'll likely re-appear in a future release in a better state if people want it. Bevy is still pre-1.0.
the community should advocate for features like compile-time reflection, better const support, and improved handling of the borrow checker
It's happening :)
Super interesting proposal from David who is working on the wild linker. Sort of inverting the compilation process to drive codegen by what is actually needed, as opposed to compiling everything then throwing away what you don't need later.
The duplicate function checker tool is nifty too, 9% of my release build is duplicate functions. As mentioned in the article there are ways to bring this down if you can accept the trade offs.
https://github.com/davidlattimore/wild
https://github.com/davidlattimore/duplicate-function-checker
aside: find it funny (genuinely), you describe this as "pretty easy" xD. ffmpeg is so impressive but so daunting from a cli perspective to me. how do you even know whats possible! I would never have imagined it could generate palettes
Do you have specifics? It does have https://accesskit.dev integrated.
Just checked, $17.00! ($11USD)
cleaned up their crates deps a bit
What specifically do you mean by that, as in it includes unnecessary dependencies?
Flecs is also a great library to check out if you want more relations/power.
Basing the recording off it's 24.6s runtime and 3.58MB download size it comes out about 145KB/s which is honestly really decent.
What format is it stored as (eg protobuf etc?) Is Rerun doing compression on the "raw" game data to achieve that?
Also had a good laugh at the cranky job in bacon.toml, might steal that :D
I also noticed the elements in the recording were all clickable, is that a Rerun feature, and did you have to manually reconstruct all the Bevy elements in a Rerun specific format?
Just curious how long this took you to make?
Super cool demo btw :) do you have more demos/PoC/examples listed somewhere I could peruse? Cheers
EDIT: Can your twitter post this so I can retweet :D
This is another excellent read https://ajmmertens.medium.com/why-it-is-time-to-start-thinki...
I _guarantee_ they knew about it.
They even posted on social media 1 week before launch warning people to expect lower than expected performance, and raised the system requirements.
If companies have to decide between prioritising features that they've advertised, show stopper bugs, and performance, guess which one always takes the back seat :)
Hey HN, here's my 3 year reflection post about the Bevy[1] game engine. It's in response to the Official 3 year birth day post https://bevyengine.org/news/bevys-third-birthday/.
I posted it here since HN seems to enjoy discussing Bevy :)
Bevy according to it's website:
Bevy is a refreshingly simple data-driven game engine built in Rust.
If you like you can copy what I did: https://github.com/tbillington/bevy_toon_shader, which I copied from https://github.com/bevyengine/bevy/ (just that my repo has was less stuff, so might be easier to copy from).
Fundamentally, async/await and threads are different tools. Async/await is "in vogue" at the moment, but there are still real advantages in certain scenarios.
For example, the blog authors project is an OS running on minimal resources that would not be appropriate for any threading model I'm aware of.
This is a wee operating system written to support the async style of programming in Rust on microcontrollers. It fits in about 2 kiB of Flash and uses about 20 bytes of RAM (before your tasks are added). In that space, you get a full async runtime with multiple tasks, support for complex concurrency via join and select, and a lot of convenient but simple APIs.
Rust actually used to have green threads before 1.0. You can read about the proposal and reasoning for it's removal here https://github.com/rust-lang/rfcs/blob/master/text/0230-remo....If you'd like more info on the story around the adoption of async/await in rust you can see this excellent talk by Steve K. https://www.infoq.com/presentations/rust-2019/.
Section relevant to the title starts at 25:34.
I made a demo integrating deno and sqlite into a quasi-"lambda" runtime in 200 lines for a rust meetup talk, if anyone is interested https://github.com/tbillington/rust_serverless_runtime.
The bevy engine (ECS based) has an `UpdateMode` that specifies "Continuous" vs "Reactive" https://docs.rs/bevy/0.10.1/bevy/winit/enum.UpdateMode.html.
Here's an example using it, it's well suited for "desktop applications", the shorthand to use it is `desktop_app()` https://github.com/bevyengine/bevy/blob/1c5c94715cb17cda5ae2....
awesome, hope you enjoy!
This was a recursive `rm -rf node_modules` that turned into a rust learning project and got out of hand :) now supports 14 different languages/project types. https://github.com/tbillington/kondo.