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MeoMix
symbiants
Rust2023–2025
MeoMix / symbiants

symbiants

Ant Colony Sim + Daily Mental Health Exercises

2Distinct people
25Mentions
1Explicit recommenders
234GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Ant Colony Sim + Daily Mental Health Exercises

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

I've been building My First Game™ using Bevy after teaching myself Rust last year. I feel super cool running Rust in WASM in the browser! It's been a great experience overall…

SeanAnderson used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month25 dated mentions

Observed mentions: 2023-09-13 19:28:13 UTC to 2025-10-19 02:17:29 UTC.

0123452023-09-01 00:00:00 UTC to 2023-10-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 commentsSep 20232023-10-01 00:00:00 UTC to 2023-11-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2023-11-01 00:00:00 UTC to 2023-12-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments2023-12-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-01-01 00:00:00 UTC to 2024-02-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2024-02-01 00:00:00 UTC to 2024-03-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2024-03-01 00:00:00 UTC to 2024-04-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-04-01 00:00:00 UTC to 2024-05-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2024-05-01 00:00:00 UTC to 2024-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-06-01 00:00:00 UTC to 2024-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-07-01 00:00:00 UTC to 2024-08-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-08-01 00:00:00 UTC to 2024-09-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-09-01 00:00:00 UTC to 2024-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsSep 20242024-10-01 00:00:00 UTC to 2024-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-11-01 00:00:00 UTC to 2024-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-12-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2025-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-02-01 00:00:00 UTC to 2025-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-03-01 00:00:00 UTC to 2025-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-04-01 00:00:00 UTC to 2025-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-05-01 00:00:00 UTC to 2025-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-06-01 00:00:00 UTC to 2025-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-07-01 00:00:00 UTC to 2025-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-08-01 00:00:00 UTC to 2025-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-09-01 00:00:00 UTC to 2025-10-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-10-01 00:00:00 UTC to 2025-11-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsOct 2025

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Sep 20232023-09-01 00:00:00 UTC2023-10-01 00:00:00 UTC202
Oct 20232023-10-01 00:00:00 UTC2023-11-01 00:00:00 UTC202
Nov 20232023-11-01 00:00:00 UTC2023-12-01 00:00:00 UTC413
Dec 20232023-12-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
Jan 20242024-01-01 00:00:00 UTC2024-02-01 00:00:00 UTC505
Feb 20242024-02-01 00:00:00 UTC2024-03-01 00:00:00 UTC404
Mar 20242024-03-01 00:00:00 UTC2024-04-01 00:00:00 UTC101
Apr 20242024-04-01 00:00:00 UTC2024-05-01 00:00:00 UTC202
May 20242024-05-01 00:00:00 UTC2024-06-01 00:00:00 UTC000
Jun 20242024-06-01 00:00:00 UTC2024-07-01 00:00:00 UTC000
Jul 20242024-07-01 00:00:00 UTC2024-08-01 00:00:00 UTC101
Aug 20242024-08-01 00:00:00 UTC2024-09-01 00:00:00 UTC101
Sep 20242024-09-01 00:00:00 UTC2024-10-01 00:00:00 UTC000
Oct 20242024-10-01 00:00:00 UTC2024-11-01 00:00:00 UTC000
Nov 20242024-11-01 00:00:00 UTC2024-12-01 00:00:00 UTC000
Dec 20242024-12-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
Jan 20252025-01-01 00:00:00 UTC2025-02-01 00:00:00 UTC000
Feb 20252025-02-01 00:00:00 UTC2025-03-01 00:00:00 UTC000
Mar 20252025-03-01 00:00:00 UTC2025-04-01 00:00:00 UTC000
Apr 20252025-04-01 00:00:00 UTC2025-05-01 00:00:00 UTC000
May 20252025-05-01 00:00:00 UTC2025-06-01 00:00:00 UTC000
Jun 20252025-06-01 00:00:00 UTC2025-07-01 00:00:00 UTC000
Jul 20252025-07-01 00:00:00 UTC2025-08-01 00:00:00 UTC000
Aug 20252025-08-01 00:00:00 UTC2025-09-01 00:00:00 UTC000
Sep 20252025-09-01 00:00:00 UTC2025-10-01 00:00:00 UTC101
Oct 20252025-10-01 00:00:00 UTC2025-11-01 00:00:00 UTC101

What Hacker News says

25 sources
Yeah, my experience has been similar. On the one hand, it's exciting to have new features every few months. Some of those features very much so addressed pain points in my code and I was excited to adopt them. Other times, changes were introduced which offered new ways of developing, but didn't deprecate old ways nor were they strongly opinionated in which way should be applied in which scenarios. Overall, I had a lot of fun learning the ECS paradigm, and I found Bevy to make working with Rust easier than learning Rust on its own because it did a good job of hiding lifetimes from me in a lot of situations, but I never got to a point where I felt like I was able to develop ideas quickly. I'm optimistic about revisiting the code I wrote at some point and seeing how things have improved. It's been maybe a year and a half since I stopped work
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ing on a pet project, but I still keep up with all the release notes and have seen lots of things to be excited about. For example, hot reloading is well on its way to being stable and their UI components are becoming much more robust. https://ant.care/ I built this with Bevy (code here: https://github.com/MeoMix/symbiants/) but have moved on to other projects for the time being. It's a cute lil sim. It'll crash on you at some point 'cuz there's a race condition when ants come back from the outer-world while hauling food, but it's still kinda fun to watch 'em go. (Also, while I'm yapping. https://loglog.games/blog/leaving-rust-gamedev/ is very true BUT ALSO people have made successful games using Bevy, or parts of it, e.g. https://store.steampowered.com/app/2198150/Tiny_Glade/)
In Bevy TLDR – Game development with Bevy summarized
Yeah exactly :) I had no experience and, if I'm being honest, I was shit at game dev, but boy is it a nice means of creative self-expression. (https://github.com/MeoMix/symbiants/ / https://ant.care/) It's really fulfilling to be able to show people your work and have them play with it. It's so different than like.. spec'ing out a new database schema and then building some APIs over it. They're both coding, but one's a little harder to have a convo about at the dinner table. Rust is such a mature language to use coming from a JavaScript background. I don't think it makes the best language for writing good games because it's too challenging to write bad prototypes you intend to throw away. You have to refactor frequently and code-compile-run loop is so slow. The lack of quick prototyping discourages me from playing around with ideas that m
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ight not work out and that makes for a worse game. However, as a programmer, Rust is an incredibly satisfying language to write in. Everything you do always feels very technically correct. The Rust quip that "if it compiles then it probably works" is very accurate and is a continuous source of pleasure.
In Ask HN: Has anyone else been unemployed for over two years?
I've mentioned my project a few times around HN, but might as well reiterate :) I took some time off from work to teach myself Rust and to build a WASM colony simulation game. You've got a colony of ants, they're in a cold, foggy crater, and you help them grow and survive. The simulation runs 24/7, like a Tamagotchi, but a bit more complex, like a simplified RimWorld or Dwarf Fortress. I am hoping to design game play systems which focus on mental health, self-care, addiction, motivation, and personal growth and to use the gameplay as a means of encouraging awareness in the player. https://github.com/MeoMix/symbiants I haven't added any features in a while, unfortunately, but it's on my mind. For a while I was just adding whatever popped into my head, as a means of learning Rust, and I naively thought the full idea would crystallize with t
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ime, but it hasn't. So, I'm trying to take a step back and figure out how to actually make a coherent game that does justice to the mechanics I want to see in my simulation. I've spent a lot of time thinking rather than coding, but I'm optimistic that I'll get through this phase sooner or later. I will admit, though, that trying to take a novel approach with game design is overwhelming at times. That's okay, though! I'm enjoying the process of tinkering with the project and will likely continue tinkering on it for many years to come as a creative outlet for self-actualization.
In Ask HN: What are you working on (August 2024)?
Not much code to show, but here :) Install: https://github.com/MeoMix/symbiants/blob/master/.devcontaine... Link to the build artifacts: https://github.com/MeoMix/symbiants/blob/master/index.html#L... Minor config change to expose loopback for local testing from external device: https://github.com/MeoMix/symbiants/blob/master/Trunk.toml#L... Then `trunk serve` to spin up a server on localhost:8080 with Rust package running in the browser. Release build: https://github.com/MeoMix/symbiants/blob/master/.github/work... Production code: https://ant.care/
In Trunk: Build, bundle and ship your Rust WASM application to the web
I've experienced a lot of these concerns while building https://github.com/MeoMix/symbiants I have a simple question that maybe someone smarter than me can answer confidently: If I want to build something akin to Dwarf Fortress (in terms of simulation complexity) as a browser-first experience - what stack should I choose? Originally, I prototyped something out using React, PixiJS, and ReactPixi (https://github.com/MeoMix/antfarm). The two main issues I ran into were the performance of React's reconciler processing tens of thousands of entities when most weren't changing (despite heavy memoization) and GC lurching due to excess object allocations. My takeaway was that if I wanted to continue writing in JS/TS that I would need to write non-idiomatic code to avoid excess allocations and abandon React. This approach would result in me effecti
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vely creating my own engine to manage state. I decided to not go that direction. I chose Rust because no GC is a language feature (especially good since GCs in WASM are heavy) and I chose Bevy because it seemed like a fairly structured way to mutate a large amount of code. Progress has been slow for a lot of the reasons listed in this article. I've written a lot of this off to WASM being a new frontier for game dev, and I'm new to Rust/Bevy/ECS/gamedev, and rationalized my effort by noting there's not a lot of complex simulation games running in browser (that I'm aware of). It's not clear to me that I've made the right decision, and just need to take the good with the bad, in order to develop the type of game I want in the type of environment I want.
In Leaving Rust gamedev after 3 years
I'm (slowly) building an ~idle game with a twist! Here's the code: https://github.com/MeoMix/symbiants The idea is you're given a simulation of an ant colony that grows autonomously 24/7. You define a window of time each day in which you're allowed to make adjustments to the colony's strategy to help them live more optimally. This is paired with mental health exercises like breathwork and journaling. The intent is to get people being more consistent with self-care by being motivated to care for a digital pet, but to not make it such an involved endeavor as to be time consuming like a traditional game. I'm going to pair it with some chill lo-fi music so you can hang out and watch your ants do their thing when you need a moment to feel less frazzled while at your desk job :) Still a long long ways to go before I have anything really tangibl
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e and useful, but feel free to follow along with the code or ask questions!
In Progress Quest: The original idle game
What's the performance of this like? It seems really appealing. I would love to be able to use it to debug https://github.com/MeoMix/symbiants because I use RNG heavily to add variance to the world and that, combined with indeterminate execution order of systems, can really leave me scratching my head sometimes. However, I'm building using a tilemap that's 144x144. So I've got ~21000 entities to log. It seems impractical to snapshot the world every tick, but maybe if it were able to snapshot deltas or something?
In Revy – proof-of-concept time-travel debugger for the Bevy game engine
Love this book! I wrote Adrian after reading it and asked for permission to build a game inspired by it and received his blessing (https://i.imgur.com/JWwNMR4.png) :) (slight spoilers, FYI) https://ant.care/ https://github.com/MeoMix/symbiants It's my first game, so it's going pretty slowly, but the goal is to have the player fill the role of the Eliza/Kern hybrid. You send commands to your pet ant colony once-per-day when orbiting the planet gives you line-of-sight. The act of caring for the pet gives you a renewed sense of purpose and a reason to care for yourself and is a mechanism for helping undue the insanity and create personal growth. I'm still trying to figure out exactly what the game mechanics will look like (if you have suggestions, I'm all ears!), but I took a stab at some creative writing to build up the plot a bit. It feels
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very Children of Time-y and some might enjoy reading bits of it: Half-Assed Technical Document: https://docs.google.com/document/d/17ACH1XLCn7hkKz2dhuL1c_nx... Freeform Creative Writing of Scripted Game Intro: https://docs.google.com/document/d/1wET9mWaYae_GMqbm8n37UoNF... --- Regarding the interview, I would love to know more about his process for deciding which aspects of an animal's ecology/behavior to represent in his fiction. Tynan Sylvester (creator of RimWorld, a popular video game) wrote this article called The Simulation Dream, https://www.gamedeveloper.com/design/the-simulation-dream, and I think about it a lottt. One concept Tynan stresses for creating a rich and engaging simulation is to "Choose the minimum representation that supports the kinds of stories you want to generate." I would love to know why Adrian chose to give ants/spiders/(octopi..) the behaviors they have throughout his series and, if he considered other behaviors that he ultimately omitted, what his thought process was for ruling those other behaviors out.
In Ant Geopolitics
SeanAnderson·Feb 17, 2024Recommendation phrase
I've been building My First Game™ using Bevy after teaching myself Rust last year. I feel super cool running Rust in WASM in the browser! It's been a great experience overall and I highly recommend exploring what Bevy has to offer. The community is really exceptional. I ask questions daily and get helpful responses usually within minutes. Bevy hides some of the complexities of Rust, such as lifetimes, away from normal development. This was a pleasant surprise for someone coming in with little awareness of Rust. Writing in ECS is pretty confusing to begin with and, IMO, represents the steepest part of the learning curve. After a while ECS starts to feel more natural though and you'll wonder why you were ever comfortable doing OOP. The main sore spots for me are: UI needs a lot of work to be ergonomic and beautiful, there's a lot of footgun
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s related to performance and event handling/change detection, which do have workarounds, but at the cost of ergonomics, and, specifically for WASM, everything (including rendering) is still single-threaded which makes the app perform worse than well written JavaScript for now. I'd be happy to try and answer any questions about my experience as a complete noob to Rust/Bevy/ECS/game development and having immersed myself ~full time on a game for the past year. FYI, you can browse my game's code here: https://github.com/MeoMix/symbiants
In Bevy 0.13: ECS-driven game engine built in Rust
I'm self-unemployed :D Helped a startup to exit a couple of years ago and had a small amount of equity. Been working on building a game since then. I don't think I'm going to make it to the finish line before I need to get another job, but maybe after that job I'll have the game finished and can build a more sustainable path from there. Definitely envious of those with actually sustainable business models, though, heh. (p.s. https://github.com/MeoMix/symbiants, come say hi in the Discord if you want to talk shop about Rust/Bevy/WASM/gamification of mental health)
In Ask HN: How many of you are self employed?
shrug It finds its uses. It's just not that overstated. sandspiel is quite popular and is built using WASM: https://sandspiel.club/ Google Earth - https://blog.chromium.org/2019/06/webassembly-brings-google-... Ruffle (the "make Flash run safely" tool) - https://ruffle.rs/ Ableton's Learning Synths - https://learningsynths.ableton.com/ etc etc. It's just hard to tell when something is using WASM when it "just works" and is indistinguishable from optimized JavaScript (cough also my WIP game is being built in WASM.Rust, https://ant.care/ https://github.com/MeoMix/symbiants I've been enjoying the experience!)
In WebAssembly Playground
My grid right now is 144x144, so about 20,000 tiles. Things were working OK in iOS Safari when just using colors to draw the tiles, but the browser started crashing when I tried upgrading to image sprites. Turns out the trick is to not submit each individual tile to the GPU. You have to roll them up into larger, chunked meshes and submit those meshes to lessen the impact. I'm sure this is game dev 101, but I've never been close enough to the GPU to have to actually care about this sort of stuff. I cut my teeth learning the performance characteristics of the DOM not the GPU. I wasn't trying to imply that I was making an AAA game. Just that, from the outside, it seemed like the difficulty would be in designing game mechanics, making something actually fun, marketing, etc., but in reality there's an ever-steepening technical learning curve w
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hen you want to deliver nicer looking stuff. When I look at how many days I've spent working on my game, and how terrible it looks, and then I look at something like Cyberpunk 2077... I struggle to conceive how we as humans were able to create those levels of graphics in a timeframe that allows for the game to be profitable. https://github.com/MeoMix/symbiants btw. Feel free to browse the code (or come volunteer! I've got a few other HNers tinkering alongside me these days)
In What's something difficult programmers make look easy?
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui (https://github.com/emilk/egui) in Rust. egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211 It's really easy to get started with immediate mode and bust out some simple UIs, but the second you start trying to involve dynamically sized elements and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible. Coming from a strong CSS/React background I find the limitation maddening. ... that said, I'm still using it to build a prototype UI for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found so far. I'm crossing my fingers that Bevy's UI story (or Kayak ht
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tps://github.com/StarArawn/kayak_ui) becomes significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
In Immediate Mode GUI Programming
I'm working on myself through my work, if that counts? I'm a staff-level SWE. I took the last year off of paid employment because I felt anxious and stressed even though everything was, objectively, fine. I had some poor health habits that I was staunchly ignoring and a project I was deeply vested in at my job was ripped out from under me. The meaning I ascribed to that project was giving my life purpose and, with that suddenly missing, and with my health in less than ideal shape, my outlook on the world became dismal. I took the year off because I wanted to try and rediscover that curiosity you mentioned having lost. I used to LOVE programming. I loved feeling like a techno-wizard making pixels bend to my will. What happened? Why did I now feel anxious and uncomfortable staring at a screen while trying to think critically? I think I got
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a little too lost in the sauce of the startup world and it became clear that it would take some "me time" to rebalance. So, from some perspectives, I've been doing nothing. No significant other, no money-making job, not travelling the world or living life to the fullest... but having a project that feels meaningful to me, whose existence is moderately under my control, and that I have sufficient time and energy to engage with -- that's giving me most of what I felt was missing. Well, that and dropping a bunch of widely understood bad habits and picking up some better ones. I want to see myself as a more consistent and reliable person. In my 20s, I had infinite energy. In my 30s, I'm finding that's only true if I keep myself away from alcohol and drugs, exercise constantly, connect with people, and, most importantly, be mindful of my physical and emotional state. If I start slipping into a rut, and don't notice it and nip it in the butt, suddenly it can take over my whole demeanor and disrupt a lot of good things I had going. A couple of days of bad sleep, coupled with a desire to keep pushing forward, can cause me to regress into drinking a bunch of caffeine. The caffeine will mess with my anxiety and mood and I'll be more tempted by unhealthy food and marijuana. These decisions start to take their toll, the effects compound, and suddenly I'm in a destructive cycle where I see myself being less and less each day. I start to hide from myself. All these issues were present in my 20s, but they never really seemed to be a hindrance. I could just roll with the punches and remain proud of my accomplishments. Now, in my mid-thirties, I find myself frustrated (yet a little excited) to try and figure out how to keep myself running like a well-oiled machine. I want to remain proud of my consistent growth into my later years and it's going to require getting better at working with myself. That said, I know me. I don't do well without a project that I can see myself in. It's what makes getting up in the morning worthwhile. I think it has to do with having an avoidant/dismissive emotional attachment style, or something to that effect. So, if someone were to ask me if I'm working on nothing then I guess I would always want to confidently say, "No. I am working on something, but at my own pace and with poorly-defined goals." So, in an effort to work on myself, I've given myself a project whose goal is to help me, and others, be more consistent and present. I must admit I've taken the most circuitous route possible to achieving this effect as I'm ostensibly creating a digital ant farm which functions as a mental health companion (https://github.com/MeoMix/symbiants). The goal is to create a pet whose growth fluctuates with its owners' consistency. I want to see my ant colony thrive when I am consistent. When I am feeling good I want to see my ants take on new challenges, expand their territory, stress themselves out trying to maintain growth, build habituated pathways to foods in an attempt to scale. And then, when I invariably go through an emotional downturn, I want to see my ants yield some of their land back to the fog-of-war, hunker down and weather the storm of inconsistent check-ins and less good habits undermining my personal energy. And then, when I've sated my desire for self-destruction and re-commit to being dedicated to my goals, I want to see my ants rediscover forgotten pathways, regain their ground quickly, and act as a reminder that my emotional downturns didn't undo all my personal growth. The habits are still there, hidden in fog, waiting to be rediscovered with a little effort. I want to have this pseudo-living creature that serves as a visual proxy for how well I feel I'm doing. If anyone feels similarly and could see themselves finding purpose through this effort - feel free to reach out. I would be happy to talk to you and help you find a home in the project. There's Discord and email in my bio. It's my first game, the scope is way too large, the code I've written is bad, and I have no strategy for monetization. You'll very likely become a worse Rust developer by associating with me :) ... but I know I want to create something that helps motivate people to continue showing up for themselves and I'm confident there are others out there who either feel similarly, or feel lost and could use help finding themselves with the right project. I've written a lot! Sorry for the meandering thoughts and the weird upsell of a project in a thread about working on nothing... but it all seemed relevant to me while the juices were flowing. Cheers :)
In Ask HN: Who else is working on nothing?

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