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Piston – A modular game engine written in Rust (piston.rs)
181 points by albertzeyer on Oct 9, 2015 | hide | past | favorite | 15 comments


The modularity of Piston is really nice. In fact, there's an effort to use its pure-Rust image decoders in Servo for improved security: https://github.com/servo/servo/pull/7933


I'm currently learning rust and it's an interesting experience dealing with libraries where I can't judge which parts of libraries are typical rust and which parts are just design decisions by the library developer.

Since Rust is so new, perhaps there is no real difference, but the piston example shows some ideas that I'm not sure I like but I also don't know if that is just how things are done in the Rust world.

    let window: PistonWindow = 
        WindowSettings::new("Hello Piston!", [640, 480])
        .exit_on_esc(true).build().unwrap();
    for e in window {
        e.draw_2d(|c, g| {
            clear([1.0; 4], g);
            rectangle([1.0, 0.0, 0.0, 1.0], // red
                      [0.0, 0.0, 100.0, 100.0],
                      c.transform, g);
        });
    }
That's iterating on a window which seems an odd choice. The functions clear and rectangle seem to me to be things that should be in traits rather than functions that require a parameter to say what the target of the drawing function is.


Piston is pretty quirky, honestly. The window builder is pretty vanilla, but the event-processing-for-loop stuff is super quirky.

The `e` that is yielded by iterating the window is the window itself WHAT

Especially because the examples use stuff that is basically impossible to find in the docs (even though the docs are auto-generated from the source!). The modularity makes it really hard to tell how anything works, what anything is, or what functionality anything has.


You can also iterate over an `Option` to get its contents:

    let s = Some(10u32);
    for val in s {
        println!("{}", val);
    }
So it's not a completely foreign concept... but maybe they went too far with it?


Yeah both are examples of the designer being a bit "cute". The piston thing is however totally idiomatic and recommended by the piston devs, while I've never seen anyone actually loop over an Option in real code.

Though it wouldn't be super terrible if it was idiomatic. I personally prefer to do `s.map(|val| { ... }), but there's a contingent that argues that `map` shouldn't be used purely for side-effects, and should instead be used for, you know, mapping. We've oft argued that if you want to consume an iterator, it aught to be with a `for` loop, so it might make sense to say the same about an Option? Option is such a trivial and core type that you basically end up with 4 ways to do everything you could think of, because semantically distinct conventions all end up doing the exact same thing:

    for x in data { 
        println!("{}", x) 
    }
    
    if let Some(x) = data { 
        println!("{}", x) 
    }
    
    data.map(|x| {
        println!("{}", x)
    });
    
    match data { 
        Some(x) => println!("{}", x), 
        _ => () 
    }

The fact that you can loop over an option is kind of a side-effect of a lot of our APIs taking "thing that is iterable", and evidently it was convenient to provide that for Option (which is after all just a really degenerate collection).

You can of course `match` and `if let` an Option because it's an enum, but because there's two cases and one has no state, they end up being completely equivalent (the `_ =>` branch is just an `else`).

Then finally you can `map` over an Option because... It's Option. That's what you do with optional types, dangit!


Take a look at the underlying Glium (OpenGL) library. It makes some very specific decisions in order to make OpenGL programming far more efficient.


I've been building a small game on Piston together with a friend. It's in a super early exploratory fase. You can see how we deal with the event loop here:

https://github.com/tinco/super-susano/blob/master/src/main.r...

That calls into the draw loop here:

https://github.com/tinco/super-susano/blob/master/src/engine...


Single-character variable names really do not help this introductory example.


I tried this earlier in the year and it seemed cool - been meaning to go back and have another look into it. It was pretty easy to get the basics up and running.


Are any of the games actually hosted online? Seems like a big missed opportunity if not.


It's cool that they has Games Made With Piston page with links to Github repositories, that will be very helpful for anyone who is trying to catch up with Piston.


I had massive problems getting 3d up and running. I'm not really inclined to try again, unfortunately - because it's actually a pretty cool library.


    let window: PistonWindow = 
        WindowSettings::new("Hello Piston!", [640, 480])
        .exit_on_esc(true).build().unwrap();
That is one of the ugliest, most "accidental complexity" ways of creating a window I have ever seen.

I am certainly not going to use that.


I don't think "accidental complexity" means what you think it means.


Completely disagree.




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