| ▲ | vlovich123 7 hours ago |
| I can’t think of many real world production systems which don’t have a rust target. Also I’m hopeful the GCC backend for rustc makes some progress and can become an option for the more esoteric ones |
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| ▲ | phire 6 hours ago | parent | next [-] |
| There aren't really any "systems programming" platforms anywhere near production that doesn't have a workable rust target. It's "embedded programming" where you often start to run into weird platforms (or sub-platforms) that only have a c compiler, or the rust compiler that does exist is somewhat borderline. We are sometimes talking about devices which don't even have a gcc port (or the port is based on a very old version of gcc).
Which is a shame, because IMO, rust actually excels as an embedded programming language. Linux is a bit marginal, as it crosses the boundary and is often used as a kernel for embedded devices (especially ones that need to do networking). The 68k people have been hit quite hard by this, linux on 68k is still a semi-common usecase, and while there is a prototype rust back end, it's still not production ready. |
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| ▲ | vlovich123 5 hours ago | parent [-] | | There’s also I believe an effort to target C as the mid level although I don’t know the state / how well it’ll work in an embedded space anyway where performance really matters and these compilers have super old optimizers that haven’t been updated in 3 decades. |
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| ▲ | MobiusHorizons 7 hours ago | parent | prev | next [-] |
| It's mostly embedded / microcontroller stuff. Things that you would use something like SDCC or a vendor toolchain for. Things like the 8051, stm8, PIC or oddball things like the 4 cent Padauk micros everyone was raving about a few years ago. 8051 especially still seems to come up from time to time in things like the ch554 usb controller, or some NRF 2.4ghz wireless chips. |
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| ▲ | vlovich123 5 hours ago | parent [-] | | Those don’t really support C in any real stretch, talking about general experience with microcontrollers and closed vendor toolchains; it’s a frozen dialect of C from decades ago which isn’t what people think of when they say C (usually people mean at least the 26 year old C99 standard but these often at best support C89 or even come with their own limitations) |
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| ▲ | pjmlp 2 hours ago | parent | prev [-] |
| Commercial embedded OSes, game consoles, for example. |
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| ▲ | vlovich123 44 minutes ago | parent [-] | | Seems like game consoles for example has been accomplished by at least one dedicated team even if the vendor nor upstream provide official support: https://www.reddit.com/r/rust/comments/78bowa/hey_this_is_ky... I’m sure if Rust becomes more popular in the game dev community, game consoles support will be a solved problem since these consoles are generally just running stock PC architectures with a normal OS and there’s probably almost nothing wrong with the stock toolchain in terms of generating working binaries: PlayStation and Switch are FreeBSD (x86 vs ARM respectively) and Xbox is x86 Windows, all of which are supported platforms. | | |
| ▲ | pjmlp 14 minutes ago | parent | next [-] | | Being supported on a games console means that you can produce binaries that are able to go through the whole approval process, and there is day 1 support for anything that is provided by the console vendor. Otherwise is yak shaving instead of working on the actual game code. Some people like to do that, that is how new languages like Rust get adoption, however they are usually not the majority, hence why mainstream adoption without backing from killer projects or companies support is so hard, and very few make it. Also you will seldom see anyone throw away the confort of Unreal, Unity or even Godot tooling, to use Rust instead, unless they are more focused on proving the point the game can be made in Rust, than the actual game design experience. | |
| ▲ | bob1029 5 minutes ago | parent | prev [-] | | > Switch Good luck shipping arbitrary binaries to this target. The most productive way for an indie to ship to Nintendo in 2025 is to create the game Unity and build via the special Nintendo version of the toolchain. How long do we think it would take to fully penetrate all of these pipeline stages with rust? Particularly Nintendo, who famously adopts the latest technology trends on day 1. Do we think it's even worthwhile to create, locate, awaken and then fight this dragon? C# with incremental GC seems to be more than sufficient for a vast majority of titles today. |
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