Remix.run Logo
▲ TakerofVita a day ago

yeah, I've been doing some game dev with rust, and the cost of iteration is hugely higher (though it has been worth it so far). Often a build takes 10min+. Something like this project would help a lot if it supported windows.

It is pretty noticeable if you have agents working in subtrees too, a fresh build in a worktree can be like 20min with bevy

▲_cart a day ago | parent | next [-]

Bevy (the engine itself) actually compiles faster than Godot (the engine itself) on my machine. The difference is that Godot ships the engine pre-compiled. With cached builds / shared builds (and/or dynamic linking) things look much better. (disclosure: I am Bevy's creator). That being said, if you're doing GDScript for game logic (or even C#) in Godot, game logic does still compile much faster in Godot. And the "precompiled Bevy / dynamic linking game logic" pattern in Bevy isn't a standard workflow atm (but with the upcoming editor we're planning on making that easier to set up).

▲cedws 19 hours ago | parent | prev [-]

It doesn’t have to be like this though. Jonathon Blow’s new game compiles at a crazy speed, like under 5s IIRC.

▲jakkos 17 hours ago | parent [-]

Afaik those speeds are only unoptimized non-llvm builds, and the things that make rust compile times slow are llvm and things Jai doesn't do like traits and monomorphization

▲pjmlp 13 hours ago | parent [-]

D and Delphi do generics and monomorphization.

D goes further as it actually has compile time reflection and C++ style templates, even if ldc is slower than dmd, it remains quite fast.