Viewing profile — cristicbz
cristicbz
HN member- Joined
- Sun, Oct 12, 2014, 10:32 PM UTC
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- 152
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- 13 items
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About cristicbz
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Recent public activity
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Comment #10479567
Thanks! Uh, I'm not good at writing/saying things that are not checked by a compiler. But I'll try to write a blogpost about it.
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Comment #10478205
> AST based, hygenic macros, instead. Well and generics & traits. 99% of the places where C++ programmers use templates, they would use generics in Rust. `template std::vector ` `V…
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Comment #10478185
You can still trigger plenty of undefined behaviour in C++11 with no raw pointers. Just one example--iterator invalidation: auto v = std::vector {1, 2, 3} for (auto x : v) { if (x …
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Comment #10477354
I mean, the camera handling code is just the tip of the iceberg.
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Comment #10477346
I am hoping it will eventually cover game mechanics, see "Goals (subject to change)". Pull requests welcome!
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Comment #10477341
> How long have you worked on only this project? It's hard to quantify how much time _this_ project took, since when I started a year ago I knew nothing about Doom or Rust. If I st…
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Comment #10477049
I'm the author, no poo-poo-ing taken. You're completely right. The rendering code is shamelessly unoptimized indeed: doing frustum culling naively actually slows down the code beca…
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Comment #10477040
It's the same project, I just been keeping it up to date and removed all the unsafe code. It never _needed_ unsafe code, but it was my first Rust project and I didn't know what the…
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Comment #9500029
Code which is meant to be piped into bash is generally written as: #!env bash f () { ...code ...code ...code } f Hence a partial stream will do nothing (syntax error, missing brace…
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Comment #8989785
I agree with many of your points actually. But I wrote the Doom renderer in rust at https://github.com/cristicbz/rust-doom and it's not a port, it's written from scratch based on s…
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Comment #8446817
Doom I/II suggests the whole game is implemented, which isn't. But I am working on it!
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Comment #8446812
You're welcome! :D