The very first thing I did was create a AGENTS.md for Rust by telling Opus 4.5 to port over the Python rules to Rust semantic equivalents. This worked well enough and had the standard Rust idioms: no .clone() to handle lifetimes poorly, no unnecessary .unwrap(), no unsafe code, etc. Although I am not a Rust expert and cannot speak that the agent-generated code is idiomatic Rust, none of the Rust code demoed in this blog post has traces of bad Rust code smell. Most importantly, the agent is instructed to call clippy after each major change, which is Rust’s famous linter that helps keep the code clean, and Opus is good about implementing suggestions from its warnings. My up-to-date Rust AGENTS.md is available here.
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When it was done, I asked it to write a simple SDL based integration example. The emulator was immediately able to run the Jetpac game without issues, with working sound, and very little CPU usage even on my slow Dell Linux machine (8% usage of a single core, including SDL rendering).
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