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Maybe Rust isn’t a good tool for massively concurrent, userspace software

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Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#371

OK, I suppose I should write to this. As I've mentioned before, I'm writing a high performance metaverse client. Here's a demo video.[1] It's about 40,000 lines of Rust so far. If you are doing a non-crappy metaverse, which is rare, you need to wrangle a rather excessive amount of data in near real time. In games, there's heavy optimization during game development to prevent overloading the play engine. In a metavers…

I’m working on an unrelated project that does some stuff similarly to you. I’m at 4k lines right now.

Just wondering, how long did it take you to hit 40k lines? I’m a new Rust developer and it’s taken me ages to get this far.

I totally relate to your experience though. When I finally get my code to compile, it “just works” without crashes. I’ve never felt so confident in my code before.

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#372

OK, I suppose I should write to this. As I've mentioned before, I'm writing a high performance metaverse client. Here's a demo video.[1] It's about 40,000 lines of Rust so far. If you are doing a non-crappy metaverse, which is rare, you need to wrangle a rather excessive amount of data in near real time. In games, there's heavy optimization during game development to prevent overloading the play engine. In a metavers…

I’m working on an unrelated project that does some stuff similarly to you. I’m at 4k lines right now. Just wondering, how long did it take you to hit 40k lines? I’m a new Rust developer and it’s taken me ages to get this far. I totally relate to your experience though. When I finally get my code to compile, it “just works” without crashes. I’ve never felt so confident in my code before.

> how long did it take you to hit 40k lines?

3 years.

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#373

OK, I suppose I should write to this. As I've mentioned before, I'm writing a high performance metaverse client. Here's a demo video.[1] It's about 40,000 lines of Rust so far. If you are doing a non-crappy metaverse, which is rare, you need to wrangle a rather excessive amount of data in near real time. In games, there's heavy optimization during game development to prevent overloading the play engine. In a metavers…

What’s the server for a metaverse client? Is there a standardized protocol, or a particularly popular one you’re targeting?

It's a client for Second Life or Open Simulator.

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#374
post #310

Earlier quoted context omitted.

We've been building our robotic simulators in Rust for the past 3 years and I have the exact same experience. So far, I think, we've encountered maybe 5 actual runtime bugs over the last 3 years. Sure rust has some problems and yes the async isn't fully there yet, but overal the benefits outweigh the problems.

Async as a paradigm seems so against what GP was discussing. If I understood, and from my experience, we're talking more about concurrent execution with carefully-designed priorities, locks, and timing requirements. This is closer to the embedded / systems-level concurrency, if I understand it right. Are we really expecting a coroutine/ async style to just lift into this world?

This was my thoughts, async is just ONE valid approach to the ultimate problem of "do multiple things at once" it is not the end all be all of approaches

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#375

Earlier quoted context omitted.

I’m working on an unrelated project that does some stuff similarly to you. I’m at 4k lines right now. Just wondering, how long did it take you to hit 40k lines? I’m a new Rust developer and it’s taken me ages to get this far. I totally relate to your experience though. When I finally get my code to compile, it “just works” without crashes. I’ve never felt so confident in my code before.

> how long did it take you to hit 40k lines? 3 years.

Impressive dedication! I hope I can make it that long. The project looks cool and the technical details sound even cooler.

Thanks for the perspective.

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#376

I somewhat agree with the author, sometimes with async rust I need to figure out how to tell the compiler that yes I want to recursively call this async function. This can be a huge pain, especially because it’s not always clear what went wrong. Other times however rust stops me from writing buggy code and where I didn’t quite understand what I was doing. In some sense it can help you understand what your software be…

What do you mean by modules?

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#378

OK, I suppose I should write to this. As I've mentioned before, I'm writing a high performance metaverse client. Here's a demo video.[1] It's about 40,000 lines of Rust so far. If you are doing a non-crappy metaverse, which is rare, you need to wrangle a rather excessive amount of data in near real time. In games, there's heavy optimization during game development to prevent overloading the play engine. In a metavers…

Looks great! Without judgment I must ask, what made you decide to target metaverse specifically? Is it more of a fun challenge, or do you see it having a bright/popular future?

I was really bored during COVID lockdown and needed a hard problem. I may say more about metaverse stuff in another place, but don't want to derail the Rust issues.

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#379

Earlier quoted context omitted.

So you’re stuck choosing a single CPU or having to write send and sync everywhere. There’s a lot of use cases where you would want a thread-per-core model like Glommio to take advantage of multiple cores while still being able to write code like it’s a single thread. > I have used Rust async extensively, and it works great. I consider Rust's Future system to be superior to JS Promises. Sure, but it’s a major headache…

> So you’re stuck choosing a single CPU or having to write send and sync everywhere. There’s a lot of use cases where you would want a thread-per-core model like Glommio to take advantage of multiple cores while still being able to write code like it’s a single thread. No your not, you spawn a runtime on each thread and use spawn_local on each runtime. This is how actix-web works and it uses tokio under the hood. htt…

Yea this is exactly what I do. It makes everything much cleaner.

Re: Maybe Rust isn’t a good tool for massively concurrent, userspace software

#380
post #319

Earlier quoted context omitted.

Email sent. I'm not that interested in self-promotion here as I am in getting more activity on Rust graphics development. I think the Rust core graphics ecosystem needs about five good graphics people for a year to get unstuck. Rust is a good language for this sort of thing, but you've got to have reliable heavy machinery down in the graphics engine room. Until that exists, nobody can bet a project with a schedule an…

Is it the one by the same guy who made the gold-standard moddable racing simulator?

It's "Hydrofoil Generation".[1] The only game on the "Released" page of the Rust gaming group that looks post-2000.

[1] https://arewegameyet.rs/games/released/

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