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Calling Rust From Python | bheisler.github.io
Hello! This is a detailed example of exposing Rust code to other languages (in this case, Python). Most articles I’ve seen that cover this topic uses really trivial example functions, skipping over a lot of the complexity. Even the better ones out there typically don’t have a pre-existing, reasonably complex program to work with. I’m going to start with trivial functions and build my way up to being able to define a scene for my raytracer in Python using a series of calls to Rust, th...
rust  ffi  python  windows  ray  trace  5* 
yesterday by ianweatherhogg
Experiments In NES JIT Compilation | bheisler.github.io
Inspired by the always-incredible work on Dolphin, I decided to write myself an NES emulator called Corrosion a couple years ago. I managed to get it working well enough to play basic games, and then put the project aside. This post is not about the emulator itself, but rather the JIT compiler I added to it last year and the upgrades to said JIT compiler I’ve made over the past few weeks.
rust  jit  emulator  4* 
yesterday by ianweatherhogg
Writing a Raytracer in Rust - Part 1 - First Rays | bheisler.github.io
Hello! This is part one of a short series of posts on writing a simple raytracer in Rust. I’ve never written one of these before, so it should be a learning experience all around.
So what is a raytracer anyway? The short version is it’s a computer program that traces the paths of simulated rays of light through a scene to produce high-quality 3D-rendered images. Despite that, it also happens to be the simplest way to render 3D images.
rust  ray  trace 
yesterday by ianweatherhogg
Running Rust on the GPU with Accel | bheisler.github.io
For the past month or so, I’ve been working on a follow-up to my series on Writing a Raytracer in Rust. This time around, I’ll be talking about writing a GPU-accelerated Path Tracer. As always, I’m writing it in Rust - including the GPU kernel code. Compiling Rust for GPUs at this point is difficult and error-prone, so I thought it would be good to start with some documentation on that aspect of the problem before diving into path tracing.
llvm  rust  gpu  cuda  windows 
yesterday by ianweatherhogg
From &str to Cow
A guide to using Rust's std::borrow::Cow
Rust  cow  str 
3 days ago by hynek

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