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Cake day: June 15th, 2023

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  • OP is talking about a different kind of skill issue than the article. The article is about skill issues in writing Rust code, while OP is about skill issues in choosing the right technology for the right task.

    Not picking Rust for code that has to be prototyped quickly and iterated a lot is kinda obvious. The solution would be to use Rust for the core engine where the requirements are clear and something else (lua? Python?) for the gameplay code. Even the engine the author wants to switch to does the same with with the divide between C++ and C#.






  • My company is just doing a kanban board with weekly meetings to discuss the progress and what tickets will be worked on next. The major problem we ran into was when management asked “So, when is the release going to be? When are you done with that project?” about one month before we actually released. I simply had no answer at that point, because that’s not something these tickets with no estimates and no velocity tracking can provide.









  • anlumo@feddit.detoRust@programming.devWorking as a Rust dev
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    10 months ago

    I’m comfortable with debugging, but I rarely use it with Rust. With the language being so strict in everything, it’s clear most of the time what’s happening, and most situations can be resolved by simple logging of variables.

    In JavaScript, I have to use the debugger all the time, since variables can get some really weird invalid values with the completely wrong type.


  • anlumo@feddit.detoRust@programming.devWorking as a Rust dev
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    10 months ago

    Necessary skills:

    • Development processes: advanced git usage (like fixing history after a bad rebase, merging multiple completely divergent branches, etc), issue tracking
    • Devops: continuous integration, continuous deployment, Docker (also, how to build your own Docker images out of Rust projects), Kubernetes
    • Social: how to interact with coworkers without creating enemies for life