These are some notes on what I have done with Rust over the last week, in the course of doing something highly experimental that could well turn out to be foolishly over-complicated. (I'll be interested to hear about other ways of doing this, in other programming languages as well as Rust!) But it involves some cool ideas - abstract interpretation, type-level programming in Rust, automatically optimized data structures, and a bit of geometric algebra for 3D graphics - and I want to share what I learned.
Health warning: this did turn out to be foolishly over-complicated - I suggest reading the followup before wading in to the rest of these notes, if you have not already read them.
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