Hello! I'm a queer game developer, currently working on a game engine in Rust and a compiler for a language that's used in the engine. During the day I'm working on a brain machine interface and some games for it at CTRL-Labs.

If you're doing anything similar (engines, compilers, gamedev in Rust etc) or are trying to get into that sorta stuff feel free to message me, I'd love to chat!

@MasonRemaley hey there. If you're interested in Rust gamedev, you might check out Godot 3.0. I know there was some work being done to create Rust bindings to the scripting API, and if those get completed, you could use Rust to code scripts for . The GitHub repo would be called `godot-rust` wherever it is.

Anyway, brain interface games sound really cool! How extensive is the interface?

@MasonRemaley here is the link for the repo btw!

Looks like it is still early in development though. Sorry to have missed you.

@willnationsdev Hey, neat thanks for the link! I've never tried Godot but I've been seeing it around the internet the past couple days, I'll have to give it a try at some point.

I feel like I might've seen someone post a link on Twitter to a version of the whole engine compiled to webasm? That's something I'm planning on trying to do with my engine as well so it's cool to see other people making it work!

@willnationsdev The idea with the brain machine interface is you strap it to your wrists (it's non-invasive), and it senses the signals that your brain uses to control your hands.

You can then send messages to a computer by either moving or just slightly tensing or twitching parts of your hand. (Really you don't need to actually have a hand--just to send the signal.)

If you're interested there's more info on it here and a shot of the back of my head haha:

@MasonRemaley That's awesome. I'll have to bookmark the link for later. How does the precision compare to the more camera oriented technologies for sending hand motions?

@willnationsdev We don't have any benchmarks for that sorta thing right now but one of the neat things about this is that unlike with the image based solutions, since we can sense force you don't need to move if you don't want to. You can (for example) move a mouse around and click on stuff all while keeping your hand in a fist

@keeblebrox They're working on a similar problem, but other than that no relation. I'm not sure how much of a comparison I can do publicly, but I think it's safe to mention since it's in the Wired article anyway--we have a demo where the user is able to type on a flat surface as if the surface was a keyboard, which AFAIK isn't the sort of thing that's possible with a Myo

@MasonRemaley It seems like a language that would come in handy from what I've been able to find on google. Unfortunately all of the documentation makes it seem like I'm going to need a lot more experience with other languages before I even think about touching it (I've dabbled in python some, but I'm going to be working on it some more with this "for dummies" kinda book I found at my local bookstore).

Anyways, if you happen to know of any friendly intro rust material, i'd love to see it.

@zerotogamedev The official book is actually really great IMO, either the first or second edition @

It's definitely an introduction to Rust, not an introduction to programming though--if you're finding it a bit hard to follow, it'll definitely be easier if you learn the basics of another language first.

@zerotogamedev That being said one of the great things about Rust vs a lot of other languages is that it's really good about telling you when you've done something wrong. That can be frustrating at first because you get a lot of compiler errors, but eventually you realize that you'd be far worse off in the long run if it just let stuff slide and silently did the wrong thing.

@zerotogamedev My recommendation if you do wanna try Rust right now would be to just read straight through the book, if something doesn't make sense and googling it/trying it for yourself doesn't help you can always just make a note and come back to that section later after you've written some real code, I definitely I did that with lifetimes and they made a lot more sense the second time around.

@zerotogamedev Also if you do this, feel free to ask me if there's anything in particular you get stuck on! You can also hop on the -beginners IRC channel, the community is super friendly IME (

@MasonRemaley Cool beans. I'll give the first couple of chapters a look through. That compiler feature sounds great, but given where I'm at, I wouldn't be surprised if the compiler got tired two hours in and just put exasperated sighs where the error messages are supposed to go. Oh well, fingers crossed.

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