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CptBread

CptBread@lemmy.world
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Never actually worked at a place with a collective agreement… But then again AFAIK they aren’t that common within software or gamedev…

(Edit: still part of a union though)

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Not really. Unsafe doesn’t allow you to sidestep the borrow checker in a decent way. And even if you do it the Rust compiler assumes non aliasing and breaking that will give you loads of unexpected problems that you wouldn’t get in a language that assumes aliasing…

Testing something that only has side effects to the local scope is probably not too hard but that isn’t the most common case for gameplay code in my experience…

Going through another language basically has the same issues as unsafe except it’s worse in most ways as you’d need to keep up to date bindings all the time plus just the general hassle of doing it for something that could have been a 10 min prototype with most other setups…

Now sure it’s possible that I would have better result after doing even more rust, especially with some feedback from someone who really knows it but that doesn’t really change anything in just general advice to people who is already working on something in C++ as they likely won’t have that kind of support either.

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Not doing a home assignment(or work test as we call them) would mean never getting a job within the industry I work in, or at least not within the country I’m in.

And as someone that have been on both sides of this they are a great tool especially as it gives something to focus on in a technical interview. Though I would say that a requirement for this is that you always give/get actual feedback.

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IIRC for a some handguns this could actually work as long as you are actively pushing. Because if the barrel moves back a bit it will be out of battery blocking it from even firing.

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No. It will be called Waterbill.

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The non polished nature of memes is better if you ask me… Makes it feel more approachable and almost begs you to do a version on your own…

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I’m a gameplay programmer who have worked with Unity and Unreal and I’ve experiment with Rust for gamedev(though only for hobby projects) and for regular code. My conclusions so far is that Rust sucks for gameplay code, for most other things it’s kinda nice.

The biggest reason is that it’s much harder to write prototype code to test out an idea to see if it’s feasible and feels/looks good enough. I don’t want to be forced to fully plan out my code and deal with borrowing issues before I even have an idea of if this is a good path or not.

I would say though that because you are using ECS stuff it is at least plausible to do in Rust but at least for my coding/development style it still isn’t a good fit.

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It’s not just the correct amount of lines but connections between the lines are actually there, if they should be that is, if you look closely.

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Memory leak

Destructor

Dynamic dispatch

Execute

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