Totally not brought to you by me bootstrapping myself a tiny Rust IDE inside Termux:GUI by starting out in nano.
The reason I started with that was because I wanted to write macroquad code on my phone and start it from termux instead of having to install stuff. And to do that I need to teach miniquad about Termux:GUI
The reason I wanted to do that is that godot editor isn't for me, even if it's really cool.
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I want to do X
I need Y for X
I finish Y
Hey wouldn't something like X be cool?
Oh... right. I was here before
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Me: I want to show that some background work is happening
android docs: contains "spinner"
Me: that's awesome, let's use it
Android: renders a drop down menu
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I am installing alpine linux in qemu in termux on my unrooted phone so I can run docker to be able to generate an apk for a macroquad game directly on my phone.
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Since opinions on mut
bindings are everywhere again, here's my take
let
forbids interior mutability
let mut
allows it
let mut mut
allows mutation of the value itself
let mut mut mut
allows changing the type, too
let mut mut mut mut
allows mutating the type definition itself
let mut mut mut mut mut
allows mutating the type system directly from end user programs
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I built a non-threadsafe async OnceCell
My code now hits a stack overflow before any async code is invoked at all. Kinda scared to invoke size_of_val
on that root future, but it was probably already bad before I replaced an async RwLock with my OnceCell
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Who needs todo lists, just add a new jj commit and get surprised by it when merging the branch and you see a commit hanging off the immutabe main
at the bottom
[#]jujutsu
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10 years ago (to the minute), my first Rust compiler contribution was merged: https://github.com/rust-lang/rust/pull/18921
It wasn't anything interesting yet, and it would take a few months between contribs from then on, but a year later I was contributing much more frequently
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VisualJJ now has GitHub integration!! You need to manually update, so def go to https://www.visualjj.com/beta and get the latest version
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The demo project for my top-down procedural generation crate is now live at https://oli-obk.github.io/layer-proc-gen/
WASD for movement. Space is a handbrake. Shift is cheat nitro.
F1 shows local debug information
F2 shows all loaded chunks overlaid on the game
F3 shows the layer hierarchy
F4 is a 3d view showing all layers stacked on top of each other
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We've talked about a lot of postfix operators for #rustlang, but has anyone tried to give foo._
meaning yet?
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I wrote a Rust version of @runevision 's LayerProcGen: https://crates.io/crates/layer-proc-gen
It has a small demo in the examples (i'll set it up on GitHub pages so you can try it out in the browser soon™️)
Initially I replicated the C# 1:1 (modulo internal layers and multithreading), and then modified it to feel more Rust-like (to me) as I extended the demo further.
It's entirely game engine independent, even though the demo is written for macroquad
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Meticulously maintained dead code ♥
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TIL jj duplicate
, so useful in various scenarios
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📣
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https://www.tax-the-rich.eu/ EU petition to get a property tax going
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The randomness is deterministic
Me explaining miri isolation mode badly
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vscode discovery of the day:
"explorer.fileNesting.enabled": true, "explorer.fileNesting.patterns": { "*.rs": "${capture}.*stderr, ${capture}.*stdout, ${capture}.*stdin, ${capture}.*fixed" },
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text/gemini