A Doom Renderer written in Rust
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A Doom Renderer written in Rust
1–10 of 69 posts
Re: A Doom Renderer written in Rust
#2Re: A Doom Renderer written in Rust
#3This is sort of off topic, but the fact that every change to the source requires (on my machine) 3-4 full seconds to recompile, without optimization, is indicative of the compiler performance problems that remain my main roadblock with Rust.
There is also a way to parallelize compilation, which might sometimes speed things up, it's just not enabled by default yet: http://discuss.rust-lang.org/t/default-settings-for-parallel...
Re: A Doom Renderer written in Rust
#4This is sort of off topic, but the fact that every change to the source requires (on my machine) 3-4 full seconds to recompile, without optimization, is indicative of the compiler performance problems that remain my main roadblock with Rust.
Re: A Doom Renderer written in Rust
#5This is sort of off topic, but the fact that every change to the source requires (on my machine) 3-4 full seconds to recompile, without optimization, is indicative of the compiler performance problems that remain my main roadblock with Rust.
Re: A Doom Renderer written in Rust
#6This is sort of off topic, but the fact that every change to the source requires (on my machine) 3-4 full seconds to recompile, without optimization, is indicative of the compiler performance problems that remain my main roadblock with Rust.
A more practical point is that the main competitor is C++, a language notorious for long compilation times, so not-ultra-fast compile times might not be the highest priority for people working on rustc.
Re: A Doom Renderer written in Rust
#7Re: A Doom Renderer written in Rust
#8This is sort of off topic, but the fact that every change to the source requires (on my machine) 3-4 full seconds to recompile, without optimization, is indicative of the compiler performance problems that remain my main roadblock with Rust.
I wish someone could send your comment back in time so I could have read it when Doom was first released. I think it took longer just to get the game started up back then.
Re: A Doom Renderer written in Rust
#9Re: A Doom Renderer written in Rust
#10How does it interact with OpenGL? Using C bindings?