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germandiago 6 hours ago

> Rapid prototyping is almost a meme at this point

> People did this a lot when rust was not as popular but there are plenty of very good rust programmers now who understand the language and can make programs that are significantly more performance for a marginal development cost.

Why isn't the game industry moving to it then? Bc it just cannot compete at volubility with C++, among other things. Yes, you can have skilled people, but the borrow checker is still there and that is an anti-change-me-fast fact of life. I think things like sending batches of info to the GPU in casted ways, alignment, etc. all go against safety naturally but this is fundamentally what needs to be done anyway when transfering data to the GPU, so adding a layer of safety for the sake of doing it to notice that your data-oriented pipeline has to suddenly change its shape would mean repeating work...

Namely, Rust is just not good at this. Rust is good if you can replicate a safe layer that is very reusable every time (when interacting with unsafe) or when you do not need unsafe at all or hardly, where you can take advantage of its safety fully.

Also, there are certain very tweaked data structures such as Boost.MultiIndex or linked lists with intrusive hooks and others that are not easy at all in Rust and they do have value in some situations. I had some of this in some telecommunication systems before.

gregw2 5 hours ago | parent | next [-]

Why isn't the game industry moving to rust?

Someone in that industry can perhaps speak to it, but I have two cents of perspective...

I have helped a young person with gamedev interests try to learn rust (on Windows). They've learned some rust, but the graphics+Windows libraries and primitives to work with are not very good nor straightforward, even with AI assistance. Besides weakness in the gaming/rendering domain, there seemed to be some very real versioning/dependency hell that also didn't help.

It's massively easier to make progress on even just a 2D game with something like GDScript-based Godot (or Unity or...).

bigfishrunning 4 hours ago | parent [-]

It seems like you're comparing "start from scratch in rust" to "start with an existing game engine in some other language". That's not really a fair comparison. there are popular game engines in rust (although i think they're mostly smaller/more niche then something like unity or godot), bevy comes to mind.

tredre3 5 hours ago | parent | prev | next [-]

> Why isn't the game industry moving to it then? Bc it just cannot compete at volubility with C++, among other things.

I have no opinion regarding rust suitability as a game language, but your answer doesn't sound right.

The actual reason is much simpler. The industry is built on a handful of game engines. Those engines are extended or scripted in C++ or C#. Thus the vast, vast majority of the work force will only have experience with those languages and the entirety of game studios' tooling is built around those. The end.

SleepyMyroslav 5 hours ago | parent | prev | next [-]

I work in gamedev. Here is a simple answer: proprietary gaming platforms have no plans to support Rust.

mrec 6 hours ago | parent | prev [-]

I don't think "volubility" means what you think it means. The usual meaning of "voluble" is "talkative" (gesprächig if your username is accurate). I'm not quite sure what you're going for here or in an earlier comment, but suspect it's something more like "ergonomic", i.e. the language being easy/natural to write and not getting in your way.