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From YouTube: Piston (Lightning Talk) — Ben Striegel
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A
Oh,
if
anyone
ever
okay
has
anyone
used
piston
before
here.
Okay,
you
know
what
it
is.
If
you
haven't
used
it
before,
piston
is
a
kind.
Okay,
some
call
it
a
video
game
engine.
It's
not
real
microphone,
some
call
it
a
video
game
engine,
it
isn't
really
an
engine
in
the
typical
sense
awesome.
It's
really
more
a
collection
of
libraries
and
piston
kind
of
dates
back
pretty
far
in
rust.
A
A
You
do
you,
and
so
here
I
wanted
to
kind
of
just
like
talk
about
like
how
easy
it
is
to
actually
get
started
with
using
some
of
their
very
simple
libraries
or
some
are
more
complex
than
others,
but
we'll
work
on
the
simple
ones
right
now,
so
it
is
as
simple
as
did
you
do.
We
are
here
and
then
pardon
me,
I,
just
kind
of
had
it
so
that
my
new
one
but
naumann
byron
right
here-
is
kind
of
a
brand-new
computer.
I'm
vaguely
okay.
So
we
have
a
new
imagine.
A
This
is
a
brand-new
French
repository
cargo
nude,
all
kinds
of
goodness
in
here.
Let's
go
into
cargo
to
Tamil,
and
the
only
thing
you
need
here
in
dependencies
is
piston
window
and
is
there
is
a
newer
version
that
I'm
using
an
older
version,
cousin
Musinga,
a
tutorial
that
I'll
show
you
later
on
the
link
to
and
right
here
is.
This
is
the
only
thing
you
need
and
it
will
get
everything
else
for
you
and
kind
of
how
long
will
be
a
cooking
show.
A
Actually
there
let
you
watch
all
of
these
he's.
Not
a
lot
of
dependencies
need
to
compile
for
it,
and
so
when
I
say
a
zillion
piston
libraries
I
mean
all
of
these
need
to
compile
and
there's
a
lot
of
things
in
here,
and
in
fact
it
actually
all
works.
Really
well
is
kind
of
testament
to
the
fact
that
rusts
accustomed
is
vaguely
stable
and
like
reliable.
A
These
days,
there's
a
lot
of
just
really
like
here's
rayon,
which
Niko
talking
about
later
and
just
all
sorts
of
a
lot
of
things
that
they've
even
given
back
to
community
in
terms
of
like
things
that
servo
uses,
which
is
a
web
browser
that
Mozilla
is
running
and
rust
and
all
sorts
of
libraries
that
are
really
cool.
But
anyway
we
get
this
thing.
And
then
we
have
go
into
our
main
file
right
here,
and
this
is
all
it
takes
right
here.
So
we
kind
of
import
this
piston
window
crate.
A
We
use
the
things
that
are
inside
and
then
we
have
hang.
We
have
this
window,
you
create
a
new
window,
object,
give
it
a
few
settings,
give
it
a
title
setting
and
some
dimensions
till
to
actually
ever
exit
on
key
presses.
We
build
it
and
then
we
have
a
program
blue
papers
currently
empty
and
then,
if
we
cargo
run,
we
get
this,
which
is
nothing
actually
actually.
It
might
not
be
nothing
if
you
try
this.
They
come
along
at
home.
A
It
might
actually
be
just
totally
random
contents
of
your
video
buffer,
so
it
might
be
black
or
it
might
be
a
really
beautiful
kind
of
mix
of
greens
and
blues
and
random
colors.
So
that
is
step
one,
but
we
want
to
do
make
things
kind
of
a
more
interesting
I
actually
draw
anything
at
all.
So
let
me
I
didn't
want
to
live.
Oh
crap,
that's
right,
remember
how
it
works.
A
A
It's
a
collaborative
live
coding
session
here,
it's
marginally
better
than
actually
left
coding
it
myself.
So
now
we
can
check
out
the
main
file
here
and
we
have
added
a
few
things
here,
still
the
same
kind
of
builder
up
here
for
the
basics,
but
now
inside
this
program,
loop,
which
kind
of
just
goes
forever
until
we
decide
to
stop
it.
We
have
we
look
at
the
render
arguments.
Actually
this
is
that's
one.
We
have
the
render
arguments
which
look
kind
of
like
it's
an
event.
A
It
happens
every
single
frame
and
we
can
kind
of
say
hey
what
do
you
want
to
draw
on
this
rain
right
now?
We're
kind
of
drawing
this
one
thing
unconditionally,
so
you
draw
2d.
We
give
it
and
clear
out
the
entire
space.
Then
we
draw
a
rectangle
at
these
coordinates
of
these
dimensions
and,
let's
see
what
happens
when
me
run
this.
A
Check
out
I'm,
good
I'm,
good
you're,
all
so
smart
all
right
check
out
what
our
last
step
is
so
now
at
this
last
step,
we
have
is
out
of
these
last
two
lines
here.
We
have
up
here
we'll
render
arguments
here
our
update
arguments,
which
means
that
every
frame
we
want
to
update
something
in
the
frame.
A
We
now
have
these
two
objects
in
here
and
just
these
two
total
mutable
tuples
and
we
have
a
position
which
changes
by
the
Delta
every
time
and
then
we
can
change
the
Delta
down
here
by
pushing
keyboard
events
so
kind
of
key
press
art,
sometimes
everytime
every
frame
it
will
see
what
buttons
are
pressed
and
it's
pretty
straightforward
and
you
know,
check
key
up
key
down
key
left
key
right
or
key
space.
Okay,
so
stop
it.