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]>
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> 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


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<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 =
&lt;[email protected]&gt; 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.&nbsp;</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>=

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