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[-] beejjorgensen@lemmy.sdf.org 7 points 11 months ago

I like this approach for Rust in general when it comes to graphs. But it suffers from many of the same kinds of issues we get with pointers, e.g. dangling pointers, use after free, and so on. Tradeoffs!

[-] Anders429@programming.dev 7 points 11 months ago

If you want to go one step further, a lot of game development uses a generational index, where the index is both a value and a generation, allowing you to know whether the index you currently have stored references an object that has already been destroyed and replaced by another object. Basically every ECS framework I've ever seen uses this pattern.

[-] huntrss@feddit.de 3 points 11 months ago

Interesting. Can you provide a good link regarding generational index?

[-] Anders429@programming.dev 3 points 11 months ago

I was originally introduced to the idea by this RustConf 2018 keynote: https://kyren.github.io/2018/09/14/rustconf-talk.html. It's rather dense though.

I did find this random article that outlines just the concept of generational indices pretty concisely: https://lucassardois.medium.com/generational-indices-guide-8e3c5f7fd594

[-] huntrss@feddit.de 2 points 11 months ago
[-] oconnor663@programming.dev 2 points 10 months ago

That same keynote is linked in the last paragraph! :) The slotmap crate is also one option for generational indexes.

[-] Anders429@programming.dev 1 points 10 months ago

Ah, you're right! Somehow I missed that, good catch.

[-] EthicalAI@beehaw.org 1 points 10 months ago

This is exactly right and very educational

this post was submitted on 24 Oct 2023
17 points (94.7% liked)

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