I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…
Are we game yet? – A guide to the Rust game development ecosystem
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Re: Are we game yet? – A guide to the Rust game development ecosystem
#12I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…
Re: Are we game yet? – A guide to the Rust game development ecosystem
#13It'd be very interesting to read real-world experiences of experienced game programmers with the language itself; all the discussions around the net are purely academic. Long ago I've read on Reddit a programmer posted his detailed experience of the problems they've found on a non-trivial game, but I can't find it. I also wonder if anything changed.
I just recently came across these two videos. Using Rust For Game Development by Catherine West: https://www.youtube.com/watch?v=aKLntZcp27M Counter-rant from Jonathan Blow: https://www.youtube.com/watch?v=4t1K66dMhWk
I've just watched the first 20 minutes of that video. So far, it's all "yeah, she's basically right". When does he get to the point? I.e., what does he actually object to?
Re: Are we game yet? – A guide to the Rust game development ecosystem
#14I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…
The rise of Unity (C#) and Godot (GDScript or C#) would make me think that most game code is starting to move away from raw C++ — but of course the core engine code is still C++ indeed.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#15Earlier quoted context omitted.
I just recently came across these two videos. Using Rust For Game Development by Catherine West: https://www.youtube.com/watch?v=aKLntZcp27M Counter-rant from Jonathan Blow: https://www.youtube.com/watch?v=4t1K66dMhWk
> Counter-rant from Jonathan Blow I've just watched the first 20 minutes of that video. So far, it's all "yeah, she's basically right". When does he get to the point? I.e., what does he actually object to?
its a pedantic nitpick, as is his way. also keep in mind that of late Blows focus has been single player video games made by very small very talented teams. A domain where the benefits of Rust are very small, possibly even a net loss compared to the fast compiling language they use now.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#16Earlier quoted context omitted.
I just recently came across these two videos. Using Rust For Game Development by Catherine West: https://www.youtube.com/watch?v=aKLntZcp27M Counter-rant from Jonathan Blow: https://www.youtube.com/watch?v=4t1K66dMhWk
> Counter-rant from Jonathan Blow I've just watched the first 20 minutes of that video. So far, it's all "yeah, she's basically right". When does he get to the point? I.e., what does he actually object to?
Re: Are we game yet? – A guide to the Rust game development ecosystem
#17I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…
Re: Are we game yet? – A guide to the Rust game development ecosystem
#18I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…
Rust has good C interoperability. So from C++ it’d look like a C library. You can either write your own glue code or use something like cbindgen to autogen the header file.
If there will be a transition to any other language in that space, it'll take a decade or two.
Re: Are we game yet? – A guide to the Rust game development ecosystem
#19Earlier quoted context omitted.
The rise of Unity (C#) and Godot (GDScript or C#) would make me think that most game code is starting to move away from raw C++ — but of course the core engine code is still C++ indeed.
Unity has a c# scripting api, layered on the core c++ foundation. Unreal, on the hand, is C++ top and bottom.
They have Blueprints[1] (visual scripting) and had a scripting language. However, they have removed it since then.
1: https://docs.unrealengine.com/en-US/ProgrammingAndScripting/...
Re: Are we game yet? – A guide to the Rust game development ecosystem
#20I assume most game development (or, at least, game engine development) is still in C++? How easy would it be to start moving parts of it to Rust? For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to fo…
Godot is written in C++, but it has a stable C ABI, so it's pretty straightforward to include functionality written in Rust.