<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Rust on Learn OpenGL ES</title><link>https://www.learnopengles.com/tag/rust/</link><description>Recent content in Rust on Learn OpenGL ES</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sat, 07 Jan 2017 20:00:19 +0000</lastBuildDate><atom:link href="https://www.learnopengles.com/tag/rust/index.xml" rel="self" type="application/rss+xml"/><item><title>Happy New Year 2017 Roundup – CHIP-8, Rust, and more</title><link>https://www.learnopengles.com/happy-new-year-2017-roundup-chip-8-rust-and-more/</link><pubDate>Sat, 07 Jan 2017 19:32:38 +0000</pubDate><guid>https://www.learnopengles.com/happy-new-year-2017-roundup-chip-8-rust-and-more/</guid><description>Lately, I’ve been more interested in learning about emulators and interpreters, down to the way that CPUs work at a low level. In university, the furthest down we got was C++ and we didn’t spend that much time there, so everything under that has always felt a little like black magic to me. To overcome …</description></item><item><title>OpenGL Roundup, Fall Edition</title><link>https://www.learnopengles.com/opengl-roundup-fall-edition/</link><pubDate>Fri, 24 Oct 2014 13:39:41 +0000</pubDate><guid>https://www.learnopengles.com/opengl-roundup-fall-edition/</guid><description>There’s been a lot of changes in the graphics programming community, with Google’s latest version of Android now supporting OpenGL ES 3.1, which brings support for compute shaders, as well as an Android-specific extension pack which adds support for additional features. Apple has chosen to go the proprietary route by remaining with OpenGL ES 3.0 …</description></item></channel></rss>