Rust is a new systems programming language from Mozilla that combines native performance, concurrency, and safety. Rust’s unusual type system prevents common memory errors and in doing so also eliminates broad classes of security holes and enables data-race-free multithreaded programming. What’s more, Rust accomplishes all this without resorting to garbage collection. A performant, concurrency-friendly, secure language that never pauses for garbage collection is ideal for writing networked games.
Modern games push hardware to its limits—putting every core to use, maxing out the graphics processor, and saturating the network. We can’t do that in a three-hour tutorial (or not deliberately, at least, without melting OSCON’s WiFi), but we can still have some fun. Jim Blandy shows you how to implement a networked game in Rust, using the excellent glium crate for type-safe OpenGL bindings and the new Tokio framework for efficient, composable asynchronous I/O. Jim shares a number of presentations, each followed by a short coding exercise, checked by supplied unit tests. Jim will also provide solutions, so even if you don’t get something right away, you won’t be left behind.
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