Implementing a Linear Quadtree in Rust

I’ve been working on a video game for some time now. This game has a lot of 2D spacial data I want to query.But most of this data is sparse, so using a grid would waste a lot of memory.As an optimization I employed a linear Quadtree. In this post I’ll exp… Read more

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Structuring and Handling Errors in Rust

After working through “the book” on the Rust programming language and getting started with the first non-trivial, real-world application I found myself faced with a question I didn’t yet feel well-equipped to handle: “How should you structure error handli... (more…)

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Time safety and Rust

Recently I have had the great fortune to work on this ticket . This was an issue that stemmed from an attempt to make clock performance faster. Previously, a call to time or clock_gettime would involve a context switch an a system call (think solaris etc)... (more…)

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