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by adamnemecek
2331 days ago
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It's also cargo and the way the build system works. Build scripts in Rust are written in Rust, not some ad-hoc declarative build language. This is a really good decision because you can do insane shit in your build scripts. Also macros, you can generate say bindings relatively easily. I've been doing some cross-platform GPU stuff lately and Rust makes so much of this a breeze. I can't imagine combining C++ projects this easily. I'm really bullish on wgpu (https://github.com/gfx-rs/wgpu-rs). It's the Rust implementation of the WebGPU standard. It goes beyond the web though, it's a really nice GPGPU API to work with and will be a popular API in the next decade. |
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[edit] And I'm interested in further exploring macros to create a DSL for doing some magic in the spirit of, but not quite replicating, dotnet's Linq Expressions.