Re: Checking In, Vulkan
James Turner <[email protected]> Fri, 31 Jul 2026 09:56:55 +0100
| Newsgroups | gmane.games.flightgear.devel |
|---|---|
| Message-ID | <[email protected]> |
--===============2617850202684721725== Content-Type: multipart/alternative; boundary="Apple-Mail=_D0DC26AF-517E-4B75-97CA-04AC4B390657" --Apple-Mail=_D0DC26AF-517E-4B75-97CA-04AC4B390657 Content-Transfer-Encoding: quoted-printable Content-Type: text/plain; charset=utf-8 > On 31 Jul 2026, at 09:14, Richard Harrison <[email protected]> wrote: >=20 > Hey, steady on there. Something being in Rust is usually a good thing; = in the last 12 months I've done a lot of stuff in Rust and really like = it. >=20 It was a joke, I=E2=80=99m also using Rust at work and while there=E2=80=99= s things I hate, it also has plenty of good stuff. But, that clippy guy, he hates me :) > Having done this I do have to say that it usually isn't very easy, but = given that the alternative is rewriting FlightGear in Rust I guess = linking C++ and Rust becomes simple by comparison. >=20 My guess/thought is to write a Bevy renderer that talks to FGFS using = DDS: we already have CycloneDDS from Erik in the C++ side, and Rust has = a DDS implant as well. The major missing piece is to port the XML = animation loading code and effects/pass loading : then our existing data = should load in =E2=80=98fine=E2=80=99. Oh, and to write a Bevy loader = for the VPB format.=20 As you say, doing a combined binary is possible, but doing a standalone = renderer in Rust is just easier and more decoupled. Kind regards, James --Apple-Mail=_D0DC26AF-517E-4B75-97CA-04AC4B390657 Content-Transfer-Encoding: quoted-printable Content-Type: text/html; charset=utf-8 <html aria-label=3D"message body"><head><meta http-equiv=3D"content-type" = content=3D"text/html; charset=3Dutf-8"></head><body = style=3D"overflow-wrap: break-word; -webkit-nbsp-mode: space; = line-break: after-white-space;"><br = id=3D"lineBreakAtBeginningOfMessage"><div><br><blockquote = type=3D"cite"><div>On 31 Jul 2026, at 09:14, Richard Harrison = <[email protected]> wrote:</div><br = class=3D"Apple-interchange-newline"><div> =20 <meta http-equiv=3D"Content-Type" content=3D"text/html; = charset=3DUTF-8"> =20 <div><p>Hey, steady on there. Something being in Rust is usually a = good thing; in the last 12 months I've done a lot of stuff in Rust and really like it.</p></div></div></blockquote><div>It was a joke, = I=E2=80=99m also using Rust at work and while there=E2=80=99s things I = hate, it also has plenty of good stuff.</div><div><br></div><div>But, = that clippy guy, he hates me :)</div><blockquote = type=3D"cite"><div><div><p>Having done this I do have to say that it = usually isn't very easy, but given that the alternative is rewriting FlightGear in Rust I guess linking C++ and Rust becomes simple by = comparison.</p></div></div></blockquote>My guess/thought is to write a = Bevy renderer that talks to FGFS using DDS: we already have CycloneDDS = from Erik in the C++ side, and Rust has a DDS implant as well. The major = missing piece is to port the XML animation loading code and effects/pass = loading : then our existing data should load in =E2=80=98fine=E2=80=99. = Oh, and to write a Bevy loader for the VPB = format. </div><div><br></div><div>As you say, doing a combined = binary is possible, but doing a standalone renderer in Rust is just = easier and more decoupled.</div><div><br></div><div>Kind = regards,</div><div>James</div><div><br></div></body></html>= --Apple-Mail=_D0DC26AF-517E-4B75-97CA-04AC4B390657-- --===============2617850202684721725== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline --===============2617850202684721725== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel --===============2617850202684721725==--