~/talk

Closing Keynote

Talkat RustConf 2018 · on Friday, 2018-08-17· [rust, frontend-architecture]
slides:none on file

Case study of a moderate-sized game engine (Rust + Lua) shows concrete choices: shifting from OOP to data‑oriented ECS, turning structs-of-arrays into component maps, using generational indices (slot‑map pattern) to avoid use‑after‑free, and a registry/anymap approach for dynamic components and resources. Slides and blog present code, a working engine, lessons on borrow‑checker pain points, why internal mutability or Box<dyn> fail, and recommendation to use existing crates like specs for production.

AI-written summary · about

  1. 0:00Start
  2. 4:25Data Oriented Design
  3. 4:59What Is a Video Game
  4. 8:10Principles of Object-Oriented Design
  5. 8:52Abstraction Principle
  6. 11:03Entity Index Type
  7. 19:32Entity Interface
  8. 20:52Interior Mutability
  9. 31:27Generational Indexes
  10. 34:17Dynamic Typing
  11. 36:40The Registry Pattern
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