If you do not contribute, because you impose conditions before contributing, you are not a contributor.
Only contributors can set conditions! #OpenSource developers do not need to care about people, who do not contribute to their software.
(It is irrelevant, how many people are actually using it.)
Even a bug report or feature request is a contribution.
But imposing conditions is not!
No, I prefer the one-person show with my objective style.
I can read it.
I can understand it.
I do not need to care about other peoples opinions, because I wrote it and not them. If they could do it, they would do it.
I did it. Not them.
I’ll be on a #Livestream today with Let’s Get Rusty’s Bogdan and @bravit talking about #RustRover and some big #rustlang community news. Come hang out, and let's talk about Rust.
I made a #RustLang crate that interfaces with #Wikimedia-related tools and APIs (eg Pageview API, PetScan, QuickStatements) and makes it easier to work with them programmatically.
If you're experienced with #RustLang and want to build a #CosmicDesktop application, checkout out the cosmic-app-template[0] and check out our #libcosmic documentation[1]. We would appreciate any help with API improvements and documentation.
It's always neat to see more #rustlang games get shipped: the puzzle-focused #indiegame Way of Rhea has shipped and I'm curious to see how it does and what the experience was like.
Still in need of y/z-indexing for visuals, but the collisions are working.
Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.
player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.
the switch plate in the middle is also a sensor, which is data added in Tiled as well.
at first i thought it would be to reduce vtable size, but vtables are passed by pointer anyway, so it wouldn't make a big difference unless you were constructing a lot of different "dyn" objects.
🧵 …have any of you #Rust developers ever used a #database developed in #RustLang that is completely #opensource? What is your experience with the #DB and do you know it?
You can see which ones I've discovered so far in the above toots.
Allowed, as always, there will be alternative #opensource solutions, some more less supported and funded others. Sure I'm a (newly learning) #Rust / #RustLang fanboy but realistically, practically proven #DB solutions will be used professionally 🤷♂️
The winnow library for #RustLang is the most fun I've had writing parsers in my entire life. It's taken a thing that I've always dreaded and turned it into a joy.
I love two things about it:
It uses &mut &[u8], &mut &str, &mut <token stream ref>, etc. That is simply so much nicer to use than consuming a &[u8] and returning a &[u8].
It isn't all-encompassing! it encourages you to interleave imperative and functional code, just like idiomatic Rust in general.