

RustFest Interviews Triple Feature: Rust for AAA Game Development; Async Foundations with `async-std`; and Powerful Concurrency Primitives with `crossbeam`
Jan 22, 2020
Chapters
Transcript
Episode notes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Introduction
00:00 • 2min
Rust: A Language for Long-Term Projects
01:32 • 2min
Rustbite: A Game Engine
03:51 • 2min
Frostbite's Parallel Engine
06:13 • 3min
What Are Your Favorite Crates?
09:09 • 2min
The Future of Game Engines
10:40 • 2min
Wasm: An Alternative Runtime for High Performance Applications
12:31 • 2min
Async Stands: What You Need to Know
14:17 • 2min
The Futures Core Library and the Futures Dash RS
16:22 • 2min
The Future of Streaming Iterators
18:04 • 2min
The Future of Stream Traits
19:44 • 2min
The Future of Async
21:27 • 1min
Asynchronous Ergonomic Rusts: What You Need to Know
22:57 • 2min
How to Upgrade to FN Async
24:55 • 2min
Async: How to Use It in a File System API
26:46 • 2min
How to Stabilize Async STD
28:18 • 2min
The Future of Async
29:55 • 2min
Async Stand: How to Upgrade Your Software
31:33 • 2min
The Future of Async Arrest
33:41 • 2min
APOC Based Garbage Collection: A Brief Overview
35:16 • 2min
Epoch-Based Garbage Collection in Rust
36:50 • 2min
The Drawbacks of Using an ARC
39:01 • 2min
How to Write a Lock Free Skip List in Rust
40:38 • 2min
How to Use the Standard Sync Module With Cross Beam Pointer?
42:17 • 2min
How to Improve Channels in Go
44:01 • 2min
How to Use Crossbeam to Build Your Own Channels
45:36 • 2min
The Unsoundness of the APIs
47:17 • 2min
How to Prove the Correctness of Our Garbage Collector
48:54 • 2min
Async Stand or Cross Beam?
50:30 • 2min
How to Push Cross Beam to 1 Point
52:03 • 2min