#rust-gamedev

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      • eiko
        hey all! i'm about to start experimenting with game dev in rust. quick question- what's the best OS environment for this? i normally program rust in a linux vm, but i worry that i'll hit issues with game dev since virtualbox and gpus don't play well together
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      • m12y
        mac win and linux are all decent
      • you're correct in thinking that virtualbox + gamedev is a rough mix
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      • jpernst
        ugh, yeah
      • i did an opengl project in virtualbox once
      • that was such a bad idea
      • Ralith
        why
      • o_O
      • (would you do such a thing)
      • MagnusL
        Are there any problems stopping you from running rust on your host?
      • Ralith
        eiko: as a longtime linux dev who's in the process of getting his shit working on windows by necessity, it's not that hard to set up an adequate windows dev environment these days
      • jpernst
        the tech stack we were using required a different os that what i had, so i tried to skate by without having to completely repartition my drive or get another machine
      • Ralith
        powershell, modern conhost, and rust's first-class support for MSVC help a lot
      • don't go anywhere near mingw
      • shudder
      • jpernst
        after dealing with all that mess, i just switched to linux fulltime anyway
      • things were much better after that
      • eiko
        thanks for the replies everyone! i will *definitely* stay away from the vm environment. my host is windows, and i was worried about the usual frustrations that come from trying to run a development stack on windows. i'll give windows a shot (avoiding mingw)
      • Ralith
        the only real issue I have with dev on windows at this point is no nix, no i3, and mio not being well tested on that platform
      • (and you have to be a very specific flavor of picky to care about mio when doing gamedev)
      • eiko
        haha, i'm not picky, i'll take whatever io i can get at this point 👍
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      • rsaarelm
        kvark: I thought about using mint types for my Vitral 2D library but then realized that I also have rectangle values going back and forth through the API. So there'd need to be a canonical exchange type for rectangle in mint (probably top_corner + size_vector since that's what euclid does). And this is different from bounding boxes since people often define those via center point and 2D ...
      • ... rectangles are almost always defined by corners...
      • I guess on the 3D side there are planes, rays, axis-aligned bounding boxes, spheres, non-axis-aligned-bounding-boxes and stuff if you started enumerating the various stuff that might show up on both sides of a library API.
      • Ralith
        non-axis-aligned bounding boxes are called oriented bounding boxes, fyi
      • AABB vs OBB
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      • rsaarelm
        Right.
      • I wonder what servo team would make of mint, they have a lot heavier 2D geometry related thing going.
      • Ralith
        I'd think they'd want a math lib, not an interop lib
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      • Icefoz
        eiko: Yeah just dev on whatever your native platform is, and make some halfway-intelligent choices about libraries if you want to remain portable.
      • Development stack on Windows is very weird to a Linux user because it basically comes down to "visual studio", but once you get used to it it's quite good.
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