New year, new Rust! What are you folks up to?
Constant-Q transform, feedback rendering, particle fields for MuTate
CQT and particles will make ML nodes cool. Feedback rendering is a pre-req for turning visual output into network feedback.
This is the 5th week working on the same "blazingly fast" concurrent ordered map project and replying to this post :'D , and I have somehow managed to surpass the performance in MOST benchmarks against original C++ implementation, std's RwLock<BTreeMap> and other popular concurrent ordered map crates (scc:TreeIndex, crossbeam-skiplist etc) that are currently available O.O
Implement reading 64 MiB to Native Messaging hosts.
Completed:
- QuickJS
- AssemblyScript
- Rust
- Node.js (unoptimized)
- Bytecode Alliance's Javy (unoptimized)
Todo:
- C
- C++
- Python
- Bash
- Static Hermes
- SpiderMonkey (
jsshell) - V8 (
d8) - txiki.js
Then back to working on implementing a WebTransport server in the browser. The non-trivial part the above gives a little break from.
Trying to implement an HTTP cache, I have never written anything like this, so the progress is really slow ![]()
maybe by the end of this month I will have some basic implementation done. Fingers Crossed
Improving my calendar application for Linux
How to transpile the crystal-facet-uml program from c99 to rust?
I was experimenting a bit with crust, c2rust, Copilot-AI and wondering how difficult an own C-parser an be... - lets see where I end up with...
Btw: Rust is so amazing! This simple error message today saved me hours of frustrating debugging:
| ^^^^^^^^^^^^^ borrowed value does not live long enough
Implementing Wasm v3 support in my .wasm parser
In the last few days I made a Bevy space invaders clone with a lot of help from Claude Code: GitHub - StefanSalewski/invaders: A simple Bevy Space Invaders clone
The purpose of this exercise was mainly to learn more about the use of AI tools in the terminal, and also to learn a bit more about the Bevy game engine.
Claude has generated all the Bevy boilerplate code, and even most of the game logic. They got most right, even the directed shooting in levels > 3, which is not that trivial. Only for the double fire it made a small mistake, which was easy to detect for me: They used initially for the second, delayed shot, the old invaders position of the first shot. After I told them the error, they fixed it without problems. The code has 800 lines and would look mostly identical if typed in manually by me.
Playing the game is actually some fun, mostly due to the AI sound effects created with https://elevenlabs.io/sound-effects. I am using my new game-controller, but the keyboard can be used as well.