My Open Source Projects
I made these coding side-projects and continue to maintain them:
- Cala:
Cross-Platform Application Framework
-
ScoreFall Studio: Music Notation Web Assembly App
- PNG Pong:
PNG Encoder and Decoder
- Twang: Audio
Synthesis Software Library
- WhoAmI:
Cross-Platform Library To Get User And Computer Info
- Fonterator:
Text Layout And Font Engine
- Pitch:
Pitch Detector Library For Audio
- Pasts: Minimal
Asynchronous Runtime For Rust
- Smelling
Salts: Library for Creating Runtime-Agnostic Rust Futures
on Linux
- Fon: Audio Types
and Conversions Software Library
- Wavy:
Portable Asynchronous Real-Time Audio Recording /
Playback Library
- DL API: Rust
FFI Abstraction for Dynamically Loading C APIs
- Stick:
Real-Time Asynchronous Gamepad / Joystick Library
- Koggie:
Internet Radio Server
2020-05-04
A Brief Intro To Asynchronous Programming In Rust
Lets say you want to write some
async
/.await
code in Rust, since it's new and cool. Let's start with the
simplest async program that you could write (a timer). First
we have to create a Future, something that completes at some point
in the future but won't start unless you execute it (in Rust, this
is called lazy evaluation). Here's some code to start:
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2019-08-19
Intro
While working on Cala, I
noticed something strange about how timesteps are usually handled,
and a way to fix an issue with them. A little bit of background
first: a timestep (delta time) is how much time passes between each
frame in a game or animation. In the early days games didn't handle
this correctly. They would develop for whatever computer system was
popular at the time and set a fixed delta time.
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