If one person at Tweede golf is a Rustacean, it’s definitely Wouter. Whether it’s about web, embedded, or even games: he tried it. And probably not just tried it, but prototyped, created, documented, presented, and nailed it. Just take a look at Wouter’s GitHub page.
He’s also engaged in the Rust community as an organizer of RustFest, member of the Dutch Rust foundation, and as maintainer of several open-source crates. He believes that Rust is well on its way to perfection.
Lars started at Tweede golf about a year ago. We lured him in with the prospect of working on a cool embedded project in Rust. Since then he clocked a lot of Rust hours on it and on a research project we are running. Still, he manages to astound us with critical notes on Rust. Rightly so? Let's just say interviewing a functional programming purist like Lars gives us a lot of new perspectives around Rust.
Ruben has experience with a lot (and I mean a lot) of programming languages. When I asked which ones, he could name 21 off the top of his head. He loves experimenting with them, seeing what each can and can’t do. What makes a language unique? What can one language do better than the other? Why was Ruben the one to first evangelize Rust within Tweede golf? Let’s ask him!
At Tweede golf, we’ve been visiting meetups and conferences throughout the years. As we have high hopes for Rust, and a strong personal adoration for the language, we decided on hosting our own Rust meetup and starting a Rust Nijmegen group.
We often get the question how productive working with Rust is. "We know that it is awesome, but isn't it hard to learn? Don’t you struggle with the borrow checker?".
Well, we put it to the test in Google's Hash Code 2019 programming competition.
We all want our 3D visualisations to be as real as possible. A basic premise seems to be that they adhere to the laws of physics. No small feat! Or is it?
We decided to give it a go during a two-day programming contest. Our team's idea was to develop a web-based game where the user cycles around and has to avoid crashing into cars. To create the game, we needed a physics engine.