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Migrating away from Rust

deadmoney.gg

151–160 of 799 posts

Re: Migrating away from Rust

#151
post #62
post #6

I did the same for my project and moved to Go from Rust. My iteration is much faster, but the code a bit more brittle, esp. for concurrency. Tests have become more important. Still, given the nature of what my project is (APIs and basic financial stuff), I think it was the right choice. I still plan to write about 5% of the project in Rust and call it from Go, if required, as there is a piece of code that simply cann…

Is calling Rust from Go fast? Last time I checked the interface between C and Go is very slow

I have no experience with FFI between C and Go, could anyone shed some light on this? They are both natively compiled languages – why would calls between them be much slower than any old function call?

Re: Migrating away from Rust

#152
To which extent was the implementation in C# benefitting off both the clarified requirements (so the Rust experience could be seen more as prototyping mixed with production)? Was it actually in major parts just a major refactor in a different language (admittedly with much more proven elements)?

Re: Migrating away from Rust

#153
post #118

I love Rust, but this lines up with my experience roughly. Especially the rapid iteration. Tried things out with Bevy, but I went back to Godot. There are so many QoL things which would make Rust better for gamedev without revamping the language. Just a mode to automatically coerce between numeric types would make Rust so much more ergonomic for gamedev. But that's a really hard sell (and might be harder to implement…

Yeh, I've been tinkering around a year with a Bevy-competitor, Amethyst until that project shut down. By now, I just don't think Rust is good for client-side or desktop game development. In my book, Rust is good at moving runtime-risk to compile-time pain and effort. For the space of C-Code running nuclear reactors, robots and missiles, that's a good tradeoff. For the space of making an enemy move the other direction…

[deleted]

Re: Migrating away from Rust

#154
post #79

The "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.

I see this quite a bit with Rust. I honestly cringe when people get up in arms about someone taking their project out of the rust community.

The same can be said of books as of programming languages:

"Not every ___ deserves to be read/used"

If the documentation or learning curve is so high and/or convoluted that it's disparaging to newcomers then perhaps it's just not a language that's fit for widespread adoption. That's actually fine.

"Thanks for your work on the language, but this one just isn't for me" "Thanks for writing that awfully long book, but this one just isn't for me"

There's no harm in saying either of those statements. You shouldn't be disparaged for saying that rust just didn't work out for your case. More power to the author.

Re: Migrating away from Rust

#155
post #144

Earlier quoted context omitted.

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.

It's a lot worse. A high quality project can have great documentation and guides that make it easy to use for a human, but an LLM won't until there's a lot of code and documents out there using it. And if it's not already popular, that won't happen.

No, this doesn't ring true: long before there were LLMs, people were selecting languages and stacks because of the quality and depth of their community.

But also: there is a lot of Rust code out there! And a cubic fuckload of high-quality written material about the language, its idioms, and its libraries, many of which are pretty famous. I don't think this issue is as simple as it's being out to be.

Re: Migrating away from Rust

#156
post #66
post #15

Earlier quoted context omitted.

I also would have liked to have seen the pro/con lists for each of the potential choices. I've been toying with the idea of making a 2d game that I've had on my mind for awhile, but have no game development experience, and am having trouble deciding where to start (obviously wanting to avoid the author's predicament of choosing something and having to switch down the line).

The key is, you gotta be pretty cold in the analysis. It's probably more important to avoid what you hate than to lean in too hard to what you love, unless your terminal goal is to work in $FAVE_LANG. Too many people claim they want to make a game, but their actions show that their terminal goal was actually to work in their favorite language. I don't care if your goal is just to work in your favorite language, I jus…

Thanks, I appreciate the comment! I'm certain that my goal is not to work in a specific language, but to bring a long-time idea to life, and ideally minimize the amount of avoidable headaches along the way.

You're probably right that it'd be best to just jump in and get going with a few of them rather than analyze the choice to death (as I am prone to do when starting anything).

Re: Migrating away from Rust

#157
This comment might not be liked by the usual commenters in these threads, but I think it is worth stressing:

First: I have experience with Bevy and other game engine frameworks; including Unreal. And I consider myself a seasoned Rust, C etc developer.

I could sympathize with what was stated by the author.

I think the issue here is (mainly) Bevy. It is just not even close to the standard yet (if ever). It is hard for any generic game engine to compete with Unity/GoDot. Nevermind, the de facto standard of Unreal.

But if you are a C# developer and using Unity already, and not C++ in Unreal, going to a bloated framework that is missing features that is Bevy makes little sense. [And here is also the minor issue, that if you are a C# developer, honestly you don't care about low level code, or not having a garbage collector.]

Now if you are a C++ developer and use Unreal, they only point to move to Rust (which I would argue for the usual reasons) is if Unreal supports Rust. Otherwise, there is nothing that even compares to Unreal. (That is not custom made game engine.)

Re: Migrating away from Rust

#158
post #79

The "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.

I think it's a good point and I experienced the same thing when playing with SDL3 the other day. So even established languages with new API's can be problematic. However, I had a different takeaway when playing with Rust+AI. Having a language that has strict compile-time checks gave me more confidence in the code the AI was producing. I did see Cursor get in an infinite loop where it couldn't solve a borrow checker p…

I had the same issue a few months ago when I was trying to ask LLMs about Box2D 3.0. I kept getting answers that were either for Box2D 2.x, or some horrific mashup of 2.x and 3.0.

Now Box2D 3.1 has been released and there's zero chance any of the LLMs are going to emit any useful answers that integrate the newly introduced features and changes.

Re: Migrating away from Rust

#159

Earlier quoted context omitted.

This could be different in game dev, but in the last years of writing rust (outside of learning the language) I very rarely need to index any collection. There is a very certain way rust is supposed to be used, which is a negative on it's own, but it will lead to a fulfilling and productive programming experience. (My opinion) If you need to regularly index something, then you're using the language wrong.

I'm not a game dev, but what's a straightforward way of adjusting some channel of a pixel at coordinate X,Y without indexing the underlying raster array? Iterators are fine when you want to perform some operation on every item in a collection but that is far from the only thing you ever might want to do with a collection.

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Re: Migrating away from Rust

#160

Earlier quoted context omitted.

C# is a very highly underrated (and oft misunderstood) language that has become more terse as it has aged -- in a very good way. C#'s terseness has not come at the cost of its legibility and in fact, I feel like enhances it in many cases. > The maturity and vast amount of stable historical data for C# and the Unity API mean that tools like Gemini consistently provide highly relevant guidance. This is also a highly un…

C# has aged better but I feel like Java 8 approaching ANSI C level solid tools. If only Swing wasn't so ugly. They should poach Raymond Chen to make Java 8 Remastered I like his blog posts. There's probably a DOS joke in there. Also they should just use the JavaFX namespace so I don't have to change my code and I want the lawyer here to laugh too.

> Java 8

Why would you use Java 8?

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