New week, new Rust! What are you folks up to?
I just released rs-pbrt v0.8.3:
Two issues fixed:
For Bidirectional Path Tracing (BDPT) the C++ version did render differently from the Rust version (see issue #127). This happened somewhere after release v0.7.3. I did pinpoint the commit introducing the bug and fixed it in both branches.
A similar problem was never detected before regarding the Stochastic Progressive Photon Mapping (SPPM) algorithm. For the
masterbranch I simply fixed the code showing up in the difference image between C++ and Rust (see issue #128). For the
arenabranch the code panicked at some point, so I had to fix parts of the code which uses the arena vectors, but indexed into them incorrectly.
I've stepped back from code for a bit, looking for inspiration on what to do (which might not be code), and today helping test a neat thing someone else built using a CRDT tree, implemented in Rust.
The thing is sn_fs, which for now only runs locally as it is mainly a test of using the CRDT to implement a POSIX style decentralised filesystem. Kind of Google drive/Dropbox but without the cloud, mountable as a FUSE filesystem on your devices.
Seems to work well as a first test, and fast enough to be useful. If anyone has any scripts or similar for testing filesystems please let me know. I've found them hard to discover in the past and so have written my own crude tests.
I'm working on figuring out how to benchmark Bevy Engine:
I think I'll be creating my own benchmarking harness that will run headless games and collect/compare metrics for you to make it easy for anybody to run the benchmarks.
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