Helllooo everybody :) We've got a completely new Rust Adventure site for you today!
Complete with Light mode, Dark mode, and new, more accessible pricing that reflects the future of the project.
https://t.co/WvZs4UfetJ
Will this eventually turn into a workshop? Well maybe. It depends mostly on how much subscribers want it to.
I *definitely* think a rust-forward series would be useful and it could be a good intro to some of Bevy's underlying crates (glam, wgpu, etc).
https://t.co/b7gfteSsTw
I spent the last 6 months rewriting all of the infrastructure for @rustadventure in, well, Rust.
The biggest question for me was whether or not Rust could handle the last holdout: web UI.
https://t.co/qnyTlSpN9X
🆕🆕🆕🦀 In the last few weeks, #rustlang 1.68.0, 1.68.1 and 1.68.2 have been released!
Here's a thread with some of the highlights of Rust 1.68. 🧵
1/11
https://t.co/r7XkKEzs0G
Whenever @nnethercote shares his work, I sit up straight and study it like a university student.
> (I’m a better programmer today than I was in 2002)
I was still in primary school 😂, I flew to New Zealand the year after.
https://t.co/8mOYIAEIi9
Hot on the heels of our 0.10 release, we're thrilled to announce ....
Bevy Jam #3!
Read the rules and sign up here:
https://t.co/Klne2JjQ9T
#bevyjam#bevyengine
This is the largest changelog of bevy_egui so far, thanks to everyone involved!
The 0.20 version with @BevyEngine 0.10 support is now available.
#egui@rust_gamedev
Bevy 0.10 is out now!
It features ECS Schedule v3, Cascaded Shadow Maps, Environment Map Lighting, Depth / Normal Prepass, Smooth Animation Transitions, Improved Android Support, Revamped Bloom, Distance and Atmospheric Fog, and much much more!
https://t.co/NnD1ntYGVr
i've cut a smaller-than-planned cargo-dist 0.0.4 to unblock people who wanted arm64 macos support
also makes the installers understand that arm64 windows also has rosetta-style emulation, so x64 binaries can be used if no native ones are available
https://t.co/LeD63A44dS
Finally, we can clone our data, copying it into the function. We still have access to the old data, and the function we called has a copy of the data that it owns.
Instead of moving, we can share access to data through references. A shared reference allows many functions to read the data, even though my_stuff still owns it.
If we put all of that together, we can use structs and enums to represent different parts of our data in different ways.
Check it out on the Rust Playground:
https://t.co/5jSHo4Nvnm
An enum can also carry data, although because each variant is its own definition, we'd have to re-type the name field to each Animal we'd want to have a name.