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Leaving Rust gamedev after 3 years

loglog.games

11–20 of 996 posts

Re: Leaving Rust gamedev after 3 years

#11
post #7

Rust is the "frontend wave" of the backends. All the woke kids gravitate towards it. A suffix of "Written in Rust" is a thing here so I'm throwing away my internet points now.

I think most people here understand that a language that is great for kernel development isn't necessarily great for everything else.

Re: Leaving Rust gamedev after 3 years

#12
post #9
post #6

> Making a fun & interesting games is about rapid prototyping and iteration, Rust's values are everything but that I feel like this is the core of the author's frustration. Rust is a systems language. It's for writing tight fast C-like code but safely and with a much more powerful type system. The facilities you need to do this are somewhat at odds with what you want for rapid iteration. Seems like Rust was the wrong…

Exactly!

C/C++ -> move fast and break things

Rust -> move slowly and don't break anything

Re: Leaving Rust gamedev after 3 years

#13
post #6

> Making a fun & interesting games is about rapid prototyping and iteration, Rust's values are everything but that I feel like this is the core of the author's frustration. Rust is a systems language. It's for writing tight fast C-like code but safely and with a much more powerful type system. The facilities you need to do this are somewhat at odds with what you want for rapid iteration. Seems like Rust was the wrong…

Yeah, I rather like the pattern of embedding a more rapid iteration scripting language on top for game stuff like Lua or stripped down Python variants, using Rust as the core and hot loop code. That said, there is a lot of folks wanting to do it all in Rust, and the article touches pretty well on that not being the pleasant case for a lot of valid gamedev approaches.

Re: Leaving Rust gamedev after 3 years

#14
> I'd argue as far as maintainability being the wrong value for indie games, as what we should strive for is iteration speed.

That seems to be the crucial point. Rust is optimized for writing complex systems software in large teams. That’s not a great fit for a small team hacking on something that is at least in part an art project. You wouldn’t choose something like Ada for that either.

Re: Leaving Rust gamedev after 3 years

#15
post #6

> Making a fun & interesting games is about rapid prototyping and iteration, Rust's values are everything but that I feel like this is the core of the author's frustration. Rust is a systems language. It's for writing tight fast C-like code but safely and with a much more powerful type system. The facilities you need to do this are somewhat at odds with what you want for rapid iteration. Seems like Rust was the wrong…

> Seems like Rust was the wrong tool for the job.

Sure, but the problem is when you have a community around that tool that insists otherwise.

Re: Leaving Rust gamedev after 3 years

#16
The Rust community is one of the top arguments against rust.

I've never before been so condescended to as when attempting to ask questions there. Their lack of care for perf also drives me up a wall. Anytime they propose adding an extra layer of indirection to get around the borrow checker, I have to explain yet again that with the way modern CPUs work, extra layers of indirection have serious cache-related perf costs. Then I get told that I am yet again doing it wrong, computers are fast enough, and I am worrying about the wrong thing.

Re: Leaving Rust gamedev after 3 years

#17
Unity is so good and quite affordable, basically there’s zero upfront risk of using it. Similar for Unreal Engine. And then there are tons of other open-source engines like Godot that are also quite good.

Rust is great from lots of stuff but game development or building UIs isn’t among that (yet).

Re: Leaving Rust gamedev after 3 years

#18
post #11
post #7

Rust is the "frontend wave" of the backends. All the woke kids gravitate towards it. A suffix of "Written in Rust" is a thing here so I'm throwing away my internet points now.

I think most people here understand that a language that is great for kernel development isn't necessarily great for everything else.

I work fulltime in Rust (embedded stuff) but actually think the "everything else" influence into Rust is stronger than the systems stuff, and it's harming the ecosystem.

Just try finding e.g. an MQTT or WebSocket or etc library that doesn't drag the whole mammoth tokio ecosystem (which is really geared for Web Scale! projects) in with it.

Rust is becoming the language that tokio ate, and Cargo/Crates.io the new NPM.

That is, Rust is the systems language that a wave of non-systems developers insist on using, leaving behind a trail of non-systems-appropriate crates and projects.

Parent commenter's comment was crap by HN's commenting standards... but the underlying point about trendiness I think is in fact accurate.

Re: Leaving Rust gamedev after 3 years

#19
As much as I love Rust I sometimes wonder if I'd be more productive in a simpler language. If I wrote it every day I'm not sure that would be true, but as a hobbyist coming back to Rust sometimes takes me a bit to get back in the zone. Also, still not a fan of async, as it is woefully incomplete and fairly complicated in some use cases. That said, I just can't go back to Go with nil pointers and lack of decent enums/ADTs/pattern matching either. I long for the "in between" language, but with an amazing 3rd party ecosystem as both Rust/Go have.

NOTE: I'm not a game dev

Re: Leaving Rust gamedev after 3 years

#20
Like the author states, the "written in Rust" bonus many projects get does not apply to games. Most of the games I consider to be the most fun are built on an absolute rats nest dumpster fire of code (see: https://www.youtube.com/watch?v=k238XpMMn38). Sometimes bugs even expand game mechanics and make them more fun and expressive. That being said I'll definitely check out Unrelaxing Quacks, it looks great.
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