Re:Are we game yet? – A guide to the Rust game development e...
by gmueckl on Thursday February 11, 2021 @03:43AM
(#26099512)
For example, OpenVDB uses templates with user provided arguments at the very heart of its tree structure. Similar things happen in PCL and CGAL. They are template-heavy libraries by design.
OpenCV on the other hand seems to instantiate all possible variants of cv::Mat for their Python bindings. They don't such a big space of valid and useful template parameters and IIRC the specifics are abstracted away from the algorithms working on them.
Re:Are we game yet? – A guide to the Rust game development e...
by radarsat1 on Wednesday February 10, 2021 @02:20PM
(#26093480)
That's kind of hilarious given the role that C++ to C compiler had in the early development of the language [1]. But sounds useful, thanks for the link.
Re:Are we game yet? – A guide to the Rust game development e...
by virtualritz on Thursday February 11, 2021 @06:53PM
(#26109172)
There is also this, [1], which wasn't on my radar until today:
"Corrosion, formerly known as cmake-cargo, is a tool for integrating Rust into an existing CMake project. Corrosion is capable of importing executables, static libraries, and dynamic libraries from a crate."
At this time we only target the VFX C++ ecosystem but I'd be surprised if people wouldn't use (and extend) this to cover a broader set of C++ libs.
Maybe you can give an example of a C++ API that you deem not "translatable to C"?
[1] https://github.com/vfx-rs/cppmm