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repi's profile
Johan Andersson
Johan Andersson
Johan Andersson
@repi

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Johan Andersson

@repi

dev/cofounder/cto at Embark Studios. previously: dice/ea/frostbite/seed

Stockholm, Sweden
Joined July 2007

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    1. Johan Andersson‏ @repi 7 Nov 2018
      • Report Tweet

      After 18 years at DICE/EA, & a lifetime of amazing games & memories, it's time for something new. I believe we are at the cusp of new types of interactive experiences & creation and we’ve formed @EmbarkStudios to go all in and explore this future! Join us https://www.theverge.com/2018/11/8/18073992/patrick-soderlund-new-studio-embark-nexon …

      154 replies 80 retweets 722 likes
    2. Armin Ronacher‏Verified account @mitsuhiko 8 Nov 2018
      • Report Tweet
      Replying to @repi @EmbarkStudios

      will this be the end of your rust experiments?

      1 reply 1 retweet 12 likes
      Johan Andersson‏ @repi 8 Nov 2018
      • Report Tweet
      Replying to @mitsuhiko @EmbarkStudios

      No the opposite! :) We are going all in on Rust and will build our technical foundation/platform in it! May need some C++ or Go here and there, but Rust is our main language for @EmbarkStudios

      1:49 AM - 8 Nov 2018 from Kuta, Indonesia
      • 64 Retweets
      • 365 Likes
      • Mobirum 신원동(Elliot Shin) SAS Australia & NZ NR-1 ben amit sheokand Stefan Thelin Smerity Kushagra Prakash
      20 replies 64 retweets 365 likes
        1. New conversation
        2. cammm‏ @cammm 8 Nov 2018
          • Report Tweet
          Replying to @repi @mitsuhiko @EmbarkStudios

          Rust + Vulkan?

          2 replies 0 retweets 4 likes
        3. Johan Andersson‏ @repi 9 Nov 2018
          • Report Tweet
          Replying to @cammm @mitsuhiko @EmbarkStudios

          Yes

          0 replies 0 retweets 3 likes
        4. End of conversation
        1. New conversation
        2. Erlend Sogge Heggen‏ @erlend_sh 9 Nov 2018
          • Report Tweet
          Replying to @repi @mitsuhiko @EmbarkStudios

          Would love to get your take onhttps://users.rust-lang.org/t/my-gamedever-wishlist-for-rust/2859 …

          1 reply 0 retweets 3 likes
        3. Johan Andersson‏ @repi 9 Nov 2018
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          Replying to @erlend_sh @mitsuhiko @EmbarkStudios

          that is a good list & thread! plan to do a more detailed write up in a few months or so of our Rust experiences, challenges & wishes. would be great to get feedback from the community

          0 replies 0 retweets 4 likes
        4. End of conversation
        1. New conversation
        2. Dominik Susmel‏ @Keyframe 8 Nov 2018
          • Report Tweet
          Replying to @repi @mitsuhiko @EmbarkStudios

          Consoles too?

          1 reply 0 retweets 1 like
        3. Johan Andersson‏ @repi 9 Nov 2018
          • Report Tweet
          Replying to @Keyframe @mitsuhiko @EmbarkStudios

          Yes

          1 reply 0 retweets 2 likes
        4. Dominik Susmel‏ @Keyframe 9 Nov 2018
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          Replying to @repi @mitsuhiko @EmbarkStudios

          Bold move, let's see if it pays off!

          0 replies 0 retweets 0 likes
        5. End of conversation
        1. New conversation
        2. Jose L. Hidalgo‏ @pplux 8 Nov 2018
          • Report Tweet
          Replying to @repi @mitsuhiko @EmbarkStudios

          What about consoles then? Last time I checked rust was not able to transpile to C or something that could be compiled later on an "unknown" compiler.

          2 replies 0 retweets 1 like
        3. 𝔹𝕆ℕ𝔼𝕊 ℂ𝕆𝕍𝔼ℝ 𝔸𝕃𝕃 𝕋ℍ𝔼 𝔼𝔸ℝ𝕋ℍ‏ @bstrie 8 Nov 2018
          • Report Tweet
          Replying to @pplux @repi and

          Don't know about Embark, but Chucklefish is using Rust to target consoles:https://www.reddit.com/r/rust/comments/78bowa/hey_this_is_kyren_from_chucklefish_we_make_and/ …

          0 replies 0 retweets 12 likes
        4. End of conversation
        1. New conversation
        2. Florian Hoenig‏ @rianflo 8 Nov 2018
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          Replying to @repi @mitsuhiko @EmbarkStudios

          Looking more at Rust is on my list somewhere. My main question is whether there is an actual feature difference to “disciplined C++”. Something a gamedev would want and never had before. (dont mean to hijack the thread)

          1 reply 0 retweets 1 like
        3. Dan Olson‏ @olson_dan 8 Nov 2018
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          Replying to @rianflo @repi and

          It's a bit higher level, and unlike "disciplined c++" it guarantees some measure of correctness statically. Plus being newer it has addressed a lot of C and C++ pain points (of course while adding some of its own).

          1 reply 0 retweets 6 likes
        4. Florian Hoenig‏ @rianflo 8 Nov 2018
          • Report Tweet
          Replying to @olson_dan @repi and

          yeah that general view I get. I meant specifics.

          2 replies 0 retweets 0 likes
        5. Josh Simmons‏ @dotstdy 8 Nov 2018
          • Report Tweet
          Replying to @rianflo @olson_dan and

          Statically proving various threading things is a very nice specific thing, as is generally not crashing as much. Tagged unions are worth the switch alone imo. Very hard to write big indirection messes because borrow, sometimes that's a pain, probably it's better most of the time.

          2 replies 0 retweets 2 likes
        6. Josh Simmons‏ @dotstdy 8 Nov 2018
          • Report Tweet
          Replying to @dotstdy @rianflo and

          Also unlike "disciplined C++" it has its own compiler that doesn't accept "dogshit C++" as well, without even issuing a warning. :')

          1 reply 0 retweets 1 like
        7. Florian Hoenig‏ @rianflo 8 Nov 2018
          • Report Tweet
          Replying to @dotstdy @olson_dan and

          That argument about C++ I never understood, because that same general decision making btw disciplined and “dogshit” is true for all of your life.

          1 reply 0 retweets 0 likes
        8. Josh Simmons‏ @dotstdy 8 Nov 2018
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          Replying to @rianflo @olson_dan and

          It's not really anything to do with the decision making. Nobody sets out to write a mess. The problem is that c++ is too complicated for anybody to maintain the level of discipline required. And half of everybody seems to think it can be fixed with just a bit more complexity.

          1 reply 0 retweets 4 likes
        9. Josh Simmons‏ @dotstdy 8 Nov 2018
          • Report Tweet
          Replying to @dotstdy @rianflo and

          e.g. I would Very Happily never look at the god awful c++ template system again. Discipline is "try not to use templates or macros too much because they're unbelievably complicated / limited", Rust is "we have an actual macro system"

          0 replies 0 retweets 1 like
        10. End of conversation
        1. New conversation
        2. Jean-Sébastien Guay‏ @js_guay 8 Nov 2018
          • Report Tweet
          Replying to @repi @Stubbesaurus and

          Wow, interesting! Care to talk about the motivations? I have done some experiments with rust and it seems nice, but haven't heard of any major game/engine devs using it as their primary language yet, so this is an interesting development.

          1 reply 0 retweets 2 likes
        3. Chris Webb‏ @chrispewebb 8 Nov 2018
          • Report Tweet
          Replying to @js_guay @repi and

          I believe Ready at Dawn are using it as their primary language going forward. I would love to know about other places doing the same :)

          1 reply 0 retweets 3 likes
        4. Logan In Tech‏ @logan_in_tech 9 Nov 2018
          • Report Tweet
          Replying to @chrispewebb @js_guay and

          Last I heard @ChucklefishLTD is using Rust for their next game.

          0 replies 0 retweets 1 like
        5. End of conversation

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