Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
thebracket
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
5 ms
·
1.
▲
by
thebracket
5y ago
I'm not sure what promos are active right now (I just got back from vacation). It will be included in the November Thanksgiving sales. You could also email support@pragprog.com - they would be able to help.
2.
▲
by
thebracket
5y ago
We should probably agree to disagree; your approach is just as valid as mine. My first attempt at a roguelike in Rust ( https://github.com/thebracket/rustyroguelike ) was a straight-from C++ approach, using dynamic tra
3.
▲
by
thebracket
5y ago
Page count was a real concern. I wanted to introduce Rust newcomers to easy concurrency, and keep the data-storage side of things manageable (storing a big list of dynamic objects with traits gets messy fast and leads to a lot more borrow
4.
▲
by
thebracket
5y ago
(Author here) Bob makes some good points, so I'd like to share my $0.02 on the ECS debate. The posters below who point out that a lot of Rust setups use ECS to avoid mutability issues are correct (although internally Bevy is an ECS tha
5.
▲
by
thebracket
5y ago
(Author here) That's the Roguelike tutorial I created, not the Hands-on Rust book. The two are quite different beasts, with a bit of overlap. Hands-on Rust is designed for the newcomer to Rust, and carefully maps tutorial sections thro
6.
▲
by
thebracket
7y ago
Thanks for the explanation. I'll get that clarified/cleaned up in the tutorial soon. Tracking it on the associated Github as issue #73, so I don't forget.
7.
▲
by
thebracket
7y ago
It's the standard "mdbook" that ships with Rust, also used for the Rust documentation. I pretty much suck at HTML, so I went with the easy markdown option and am enjoying the benefits!
8.
▲
by
thebracket
7y ago
Thanks for that! (I'm Herbert, made the tutorial; took a weekend away from the computer and it hit HN - nice surprise!). I definitely need to go back and fix a lot of my early Rust (it gets better) and some explanations like that. I we