Below you will find pages that utilize the taxonomy term “Rust”
The most useless way to port a macOS app
I grew up fascinated by projects like GNUStep, Haiku, Etoile, Wine, and ReactOS. Engineering feats, all of them. They reverse-engineer or reimplement entire operating system APIs so that software written for one platform can run on another. And they almost always end up in the same place: impressive technically, starved for contributors, forever chasing a moving target they can never quite catch.
I never liked the state of the Linux desktop either. Not because it’s bad per se, but because it’s fragmented. A KDE app on GNOME looks alien. Firefox rolls its own everything. GTK and Qt will never agree on anything. Every toolkit draws its own widgets, manages its own text rendering, handles its own accessibility story. The result is a desktop that feels like a coalition of independent projects rather than a coherent system.
Calculon part 2: costing profiles, performance, and maneuvers
Part 1 covered the basics: six crates, Valhalla’s tile format, a driving cost model, bidirectional A*, many-to-many matrix, and an Axum HTTP server. Everything worked for the driving case on the Monaco dataset.
Since then, the engine gained bicycle and pedestrian costing, memory-mapped tiles, a comparison webapp, turn-by-turn directions in 34 languages, and enough performance work to make it usable on France-scale data. This is what changed.
Building a routing engine in Rust
A routing engine in Rust. Bidirectional A*, many-to-many distance matrices, Valhalla-compatible API. Six crates, about 8,000 lines.
Why
We use Valhalla for routing and distance matrices at Woosmap. It works most of the time. When it doesn’t, we’re stuck. We treat it as a black box: file an issue, upgrade, hope the next release fixes things. When the matrix returns wrong costs for certain edge cases or the engine routes you through someone’s driveway, there’s no realistic way for us to dig in. It’s a massive C++ codebase that assumes you’ve been living in it for years.
Building a GPU map renderer from scratch
Building a vector map renderer in Rust with wgpu. From “everything renders as points” to a full style-driven renderer running on desktop, iOS, and the browser.
Why
We built our maps stack on top of Mapbox GL: the JS SDK, then native SDKs on the C++ core.
For static maps we wrapped the C++ SDK in a Python library (maparazzo). It worked but the C++ renderer leaked memory. OpenGL contexts kept state around after objects were destroyed. We tried pooling Map instances, reusing GL contexts. It helped but never fully solved it.