Nicolas Roman Posner
nrposner.com
Nicolas Roman Posner
@nrposner.com
data science UChicago -> NY;
comparable rat of confidence;
current pipeline: rust, neovim, slurm, scientific integrity;
writing @ nrposner.com, nicoroman.substack.com;
no kings;
I think it's just the *Cell containers that work that way: you can mutate T through an &RefCell, even though the outer container itself cannot be mutated.
doc.rust-lang.org/std/cell/ind...
std::cell - Rust
Shareable mutable containers.
doc.rust-lang.org
December 13, 2025 at 6:47 PM
Have you tried rust-bindgen? I had a very smooth experience using it to generate slurm C bindings.

No comment in C++, thar be dragons
December 13, 2025 at 12:33 AM
That, and I get to use the type system. These days I avoid writing native Python whenever possible to avoid having to wonder what the hell the type of a given object is before runtime.
December 12, 2025 at 4:56 PM
especially once you get the idiom down and start structuring your pipelines in a way that minimizes or eliminates mutation.

You can be lazy are just use dynamic allocations and Arc all over the shop, and while it’ll certainly be slower than optimized Rust, it’ll still blow Python out of the water
December 12, 2025 at 4:56 PM
Reason is, Rust has a very wide dynamic range, and while it’s certainly very good for low-level coding that has extremely strict performance requirement, you can also do higher-level stuff quite easily,
December 12, 2025 at 4:56 PM
I do a bunch of Rust-Python, and it’s certainly very useful and convenient to surgically rewrite a hot loop and call into it - but that’s generally the best approach when working in an older Python codebase. For new code, I still prefer Rust, even over Python
December 12, 2025 at 4:56 PM
Note that Bevy is very much its own universe, and it is BIG. Not really a pick-up-and-play framework.

For something lighter, tetra might be good to look at: github.com/17cupsofcoff...

See also here: github.com/dasifefe/rus...
tetra - Rust
Tetra is a simple 2D game framework written in Rust. It uses SDL for event handling and OpenGL 3.2+ for rendering.
docs.rs
December 11, 2025 at 8:45 PM
Closest I can think of is Bevy: it's the big Rust game engine, but really modular, so you can bring in the whole thing or just a little part of it, like the ECS system. The Examples page shows off a lot of what it can do:

github.com/bevyengine/b...
bevy/examples at latest · bevyengine/bevy
A refreshingly simple data-driven game engine built in Rust - bevyengine/bevy
github.com
December 11, 2025 at 8:42 PM
Ah yes, the tool for when I want to... prompt an llm at compile time to generate code?

No human eyes on the code first, just insert whatever it generates into the binary?

As if compile times weren't long enough!
December 10, 2025 at 12:38 AM
Tachyonfx, apparently docs.rs/tachyonfx/la...
tachyonfx - Rust
tachyonfx - A ratatui library for creating shader-like effects in terminal UIs
docs.rs
December 8, 2025 at 5:03 PM
Holy cow, what's that transition? I need to start using that.
December 8, 2025 at 5:01 PM
I keep the fomo away by chanting ‘not till 1.0, not till 1.0’
December 7, 2025 at 4:39 PM
I couldn't resist the pun
December 3, 2025 at 4:48 PM
December 3, 2025 at 4:48 PM
Indeed, a reason could always be found
December 3, 2025 at 4:48 PM
I remember this from the UnConf! Super cool!
December 3, 2025 at 2:21 PM