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We're playing open-table RPGs using various cross-compatible OSR-type rule sets and we always have room for more players. Games are weekdays from 8:15 pm to 10:00 pm Berlin-ish time and run in German or English depending on who is playing. We play via Jitsi or Galene or Discord or whatever. Cameras can be off although some of us like making weird faces at each other. These are "real-time" games as in one actual day is one game day. So there's usually enough time for characters to "heal up" a good bit before the next session. I cannot believe that there are no "I wanna play but I have no current group..." people left out there, that was me for the longest time before I found this bunch. We've got your group right here! Just join us for a game or three... campaignwiki.org/wiki/MontagIn #opentable #rpg #osr #realtime

Ok, heres a weird little project:

Dynamically compiled, runtime loaded Swift for live coding prototype.

This leverages a every so slighly modified Satin (a metal rendering engine) as a set of dylib libraries for the app, which also includes the modulemap and swiftmodule linker requirements.

We call swiftc on demand in a background process, compile, link, and hot load a renderer dylib, make an instance, and let Satin handle the rest.

I.. think this could be kind of awesome?

Working on a pretty realtime critical audio processing thing written in C++. It was started 10+ years ago and works pretty well. But out of curiosity, how well would Rust work for something like that? Lots of networking and audio processing with pretty strict deadlines. Would need some good streaming libs, audio codecs, robust main loops and similar. Nothing too complicated though.

#rust#versus#cpp
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