Earlier quoted context omitted.
> Rust's core premise is trading off dev speed and flexibility for memory safety Rust's main competitor in gamedev is C++, which is not especially known for its "dev speed and flexibility". There are ways to do fast, iterative development in Rust, they just involve quite a bit of boilerplate (to mark all the places where you're giving up some amount of low-level performance in the name of flexibility). If anything, t…
I respectfully disagree, emphasis on respectfully. C++ absolutely does have Rust beat on dev speed on flexibility. I would much rather prototype a quick and dirty gameplay slice in C++ over Rust, and I think so would most people. That flexibility comes at a cost, of course. C++ is three languages in a trenchcoat, waiting for you to turn away so it can bash you over the head and mug you. There are ways to do anything…
It absolutely is. Your linked thread has people describing the 3D- or 2D-rendering stacks available in Rust as half-baked in some way or other, with other folks saying that it's hard or infeasible to get Rust code on consoles where the manufacturer forces you to use their dev SDK. This is what a smaller community looks like in practical terms.