New week, new Rust! What are you folks up to?
I'm still working on my photo-management software that I use to keep track which photos was published on social media or not, alongside some tags and descriptions. It's a desktop app, using egui library for GUI rendering.
I'm pretty happy with it, in both functionality and code shape.
The only missing item to make it fully usable is integration with Facebook API -- but this is language-independent pain in the [...].
The repo: GitHub - WojciechMula/publish-photos: GUI tool to track photos being published online
(BTW, I planned this app as a quick-and-dirty tool to complete in a weekend, and it's now the second month working on this, of course not full time
)
I come from a Python background, and I’ve built a simple tool in Rust using a code-first, agent-assisted approach. Now I’m learning Rust by reverse-engineering my own project, reading the code, questioning every decision, and asking, “Why was this designed this way?”, "What does this line actually mean?” For example, the project used the chrono library, and through that I learned what to use for date and time-related requirements in Rust. This approach is really speeding up my Rust learning.
Also, I have created learning guide repo and adding the notes and code:
Updated xilem-chess, added chess clocks and removed the tiny offset bug for the pieces: GitHub - StefanSalewski/xilem-chess: First Xilem GUI for the tiny salewski chess engine
This week I’ve been working on strengthening a cryptographic proof + networking stack in Rust. The project integrates multilinear sum-check proofs, deterministic Fiat–Shamir challenge derivations, a Merkle-rooted transcript system, and a small libp2p-based network layer for broadcasting signed “anchors” (Merkle commitments over proof logs).
My own rust-written terminal emulator... being that I'm relatively new to some tools, my workflow goes like this:
Ai helps me bring relevant topics/crates i might not be aware of
Youtube for self learning how to use a certain crate/tool,
then medicine for headaches
Implemented "airplane" (pitch/yaw/roll) camera controls in retrofire, my opinionated software rendering project. And then I of course had to write a quick terrain demo to test the controls, so I put together a quick'n'dirty implementation of the diamond–square algorithm. With zero LoD handling and ~500k triangles, this demo isn't exactly buttery smooth, but does (barely) run at interactive frame rates.
