Disclaimer: everything that follows is the result of what I think and is in no way connected or endorsed by my employer.
I have started my personal Rust journey a few years ago but I really didn't venture into trying to put it in production at $dayjob
until a year or so ago.. and since then I have learned a few things that I think are worth sharing. Most of what follows should be read in the context of writing code supporting a Computer Graphics / Visual Effects pipeline (one of those places where the software is only relevant if it helps produce better pixels).