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chore: add justforfunnoreally.dev badge, improve README.md, fixup STORY.md
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STORY.md
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STORY.md
@@ -31,7 +31,7 @@ WebAssembly.
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The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
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This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
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Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
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Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrogue].
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- Built with Rust
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- Uses SDL2
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@@ -92,7 +92,7 @@ This was weird, and honestly, I'm confused as to why the 2-year old sample code
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After a bit of time, I noted that the `Instant` times were printing with only the whole seconds changing, and the nanoseconds were always 0.
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```
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```rust
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Instant { tv_sec: 0, tv_nsec: 0 }
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Instant { tv_sec: 1, tv_nsec: 0 }
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Instant { tv_sec: 2, tv_nsec: 0 }
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@@ -357,7 +357,7 @@ Doing so required a full re-work of the animation and texture system, and I ende
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So, I ended up using `unsafe` to forcibly cast the lifetimes to `'static`, which was a bit of a gamble, but given that they essentially behave as `'static` in practice, there wasn't much risk as I see it. I might re-look into my understanding of lifetimes and this in the future, but for the time being, it's a good solution that makes the codebase far easier to work with.
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## Cross-platform Builds
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## Implementing Cross-platform Builds for Pac-Man
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Since the original `rust-sdl2-emscripten` demo project had cross-platform builds, I was ready to get it working for this project. For the most part, it wasn't hard, things tended to click into place, but unfortunately, the `emscripten` os target and somehow, the `linux` os target were both failing.
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