[-] CptBread@lemmy.world 9 points 2 weeks ago

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.

[-] CptBread@lemmy.world 26 points 1 month ago* (last edited 1 month ago)

Memory leak

Destructor

Dynamic dispatch

Execute

[-] CptBread@lemmy.world 8 points 2 months ago

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.

[-] CptBread@lemmy.world 14 points 2 months ago* (last edited 2 months ago)

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.

[-] CptBread@lemmy.world 10 points 3 months ago

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...

[-] CptBread@lemmy.world 4 points 4 months ago

Harder to disrupt communications?

[-] CptBread@lemmy.world 4 points 9 months ago

Tried playing with official Uno rules over Christmas and they suck. The house rules we played with were a lot quicker and there where more up and downs as you could fall behind quicker butt also catch up quickly.

[-] CptBread@lemmy.world 12 points 11 months ago

No. It will be called Waterbill.

[-] CptBread@lemmy.world 22 points 11 months ago

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.

[-] CptBread@lemmy.world 23 points 11 months ago

Say that to the library of Alexandria.

[-] CptBread@lemmy.world 5 points 1 year ago* (last edited 1 year ago)

Technically it does have collective agreements just not with the company I work for.

A union, at least in Sweden, isn't tied to a place of work so me working somewhere they don't have a collective agreement isn't that odd. Now it does mean I don't get as much out of my membership but I still do gain some things. Like if my employer screws me over the union is there to help me and fight for me in court if need be. There are also some extra protections like if there is a layoff the company will need to negotiate and justify why I, or anyone else in my union, should be the one to loose their job.

[-] CptBread@lemmy.world 8 points 1 year ago* (last edited 1 year ago)

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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CptBread

joined 1 year ago