🦀 Building AI Agents in Rust – part 11
Author(s): Enzo Lombardi Originally published on Towards AI. Crossing into C Part 10 got Eugene talking to DwarfStar without a socket, but it didn’t get rid of the process boundary. DwarfStarProvider still spawns ds4 as a child, writes a line to its …
🦀 Building AI Agents in Rust – part 10
Author(s): Enzo Lombardi Originally published on Towards AI. A provider with no socket Every provider Eugene has spoken to so far, going all the way back to Part 6, ends the same way: a URL, a header, a JSON body over HTTP. …
🦀 Building AI Agents in Rust – part 9
Author(s): Enzo Lombardi Originally published on Towards AI. Sandboxed code execution The eight previous parts gave Eugene careful, narrow capabilities: reading files inside a canonicalised sandbox, calling a handful of well-typed skills, talking to other agents, persisting memory, going through an open …
Building AI Agents in Rust — part 4
Author(s): Enzo Lombardi Originally published on Towards AI. State machines for multi-step tasks The loop in Part 1 handles a class of question that fits in one breath: read this file, list that directory, answer the user. Two turns, three turns, done. …
Building AI Agents in Rust — part 5
Author(s): Enzo Lombardi Originally published on Towards AI. Multi-agent crews The single-agent loop in Part 1 was enough for one question, one tool, one answer. The state machine in Part 4 handled a task with phases. Neither helps when the work itself …
Building AI Agents in Rust — part 3
Author(s): Enzo Lombardi Originally published on Towards AI. Skills as traits Two tools fit in a match statement. Three start to feel cramped. By six, the dispatcher is a swamp of clones, retries, error formatting, and case branches that all look almost …
Building AI Agents in Rust — part 2
Author(s): Enzo Lombardi Originally published on Towards AI. Prompt architecture The Part 1 system prompt was a single string literal. About sixty words. It told Eugene to answer questions about a Rust project and call read_file when it needed to see what …