For anyone considering Rust for gamedev check out the Fyrox engine https://fyrox.rs/ here's a web demo https://fyrox.rs/assets/demo/animation/index.html
Migrating away from Rust
141–150 of 799 posts
Re: Migrating away from Rust
#142* automatically make your program fast;
* eliminate memory leaks;
* eliminate deadlocks; or
* enforce your logical invariants for you.
Sometimes people mention that independent of performance and safety, Rust's pattern-matching and its traits system allow them to express logic in a clean way at least partially checked at compile time. And that's true! But other languages also have powerful type systems and expressive syntax, and these other languages don't pay the complexity penalty inherent in combining safety and manual memory management because they use automatic memory management instead --- and for the better, since the vast majority of programs out there don't need manual memory management.
I mean, sure, you can Arc> many of your problems away, but that point, your global reference counting just becomes a crude form of manual garbage collection. You'd be better off with a finely-tuned garbage collector instead --- one like Unity (via the CLR and Mono) has.
And you're not really giving anything up this way either. If you have some compute kernel that's a bottleneck, thanks to easy FFIs these high-level languages have, you can just write that one bit of code in a lower-level language without bringing systems consideration to your whole program.
Re: Migrating away from Rust
#143Re: Migrating away from Rust
#144The "Learning" point drives home a concern my brother-in-law and I were talking about recently. As LLMs become more entrenched as a tool, they may inevitably become the crutch that actually holds back innovation. Individuals and teams may be hesitant to explore or adopt bleeding edge technologies specifically because LLMs don't know about them or don't know enough about them yet.
How is that different from choosing not to adopt a technology because it’s not widely used therefore not widely documented? It’s the timeless mantra of “use boring tech” that seems to resurface every once in a while. It’s all about the goal: do you want to build a viable product, quickly, or do you want to learn and contribute to a specific tech stack? That’s the trade off most of the time.
And if it's not already popular, that won't happen.
Re: Migrating away from Rust
#145Re: Migrating away from Rust
#146The problem is you make a deal with the devil. You end up shipping a binary full of phone home spyware, if you don't use Unity in the exact way the general license intends they can and will try to force you into the more expensive industrial license.
However, the ease of actually shipping a game can't be matched.
Godot has a bunch of issues all over the place, a community more intent on self praise than actually building games. It's free and cool though.
I don't really enjoy Godot like I enjoy Unity , but I've been using Unity for over a decade. I might just need to get over it.
Re: Migrating away from Rust
#147I wonder why Godot wasn't picked. Did I miss the points in the article?
Would you really expect Godot to win out over Unity given those priorities? Godot is pretty awesome these days, but it's still going to be behind for those priorities vs. Unity or Unreal.
Re: Migrating away from Rust
#148Love to have this comparison analysis. Huge LOC difference between Rust and C# (64k -> 17k!!!) though I am sure that is mostly access to additional external libraries that did things they wrote by hand in Rust.
> I am sure that is mostly access to additional external libraries that did things they wrote by hand in Rust This is the biggest reason I push for C#/.NET in "serious business" where concerns like auditing and compliance are non-negotiable aspects of the software engineering process. Virtually all of the batteries are included already. For example, which 3rd party vendors we use to build products is something that c…
Log4shell was a good example of a relative strength of .NET in this area. If a comparable bug had happened in .NET's standard logging tooling, we likely would have seen all of the first-party .NET framework patched fairly shortly after, in a single coordinated release that we could upgrade to with minimal fuss. Meanwhile, at my current job we've still got standing exceptions allowing vulnerable version of log4j in certain services because they depend on some package that still has a hard dependency on a vulnerable version, which they in turn say they can't fix yet because they're waiting on one of their transitive dependencies to fix it, and so on. We can (and do) run periodic audits to confirm that the vulnerable parts of log4j aren't being used, but being able to put the whole thing in the past within a week or two would be vastly preferable to still having to actively worry about it 5 years later.
The relative conciseness of C# code that the parent poster mentioned was also a factor. Just shooting from the hip, I'd guess that I can get the same job done in about 2/3 as much code when I'm using C# instead of Java. Assuming that's accurate, that means that with Java we'd have had 50% more code to certify, 50% more code to maintain, 50% more code to re-certify as part of maintenance...
Re: Migrating away from Rust
#149Earlier quoted context omitted.
I used to hate the language but statically typed GDscript feels like the perfect weight for indie development
Yeah I haven't really used it much but from what I've seen it's kind of what Python should have been. Looks way better than Lua too.
Re: Migrating away from Rust
#150I feel like this harkens to the general principle of being a software developer and not an "" developer.
Choose tools that expose you to more patterns and help to further develop your taste. Don't fixate on a particular syntax.