Earlier quoted context omitted.
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?
Migrating away from Rust
171–180 of 799 posts
Re: Migrating away from Rust
#172Rust is not good for video game gameplay logic. The ownership model of Rust can not represent the vast majority of allocations. I love Rust. It’s not for shipping video games. No Tiny Glade doesn’t count. Edit: don’t know why you’re downvoting. I love Rust. I use it at my job and look for ways to use it more. I’ve also shipped a lot of games. And if you look at Steam there are simply zero Rust made games in the top 2…
What evidence do you have for this statement? It kind of doesn't make any sense on its face. Binaries are binaries, no matter what tools are used to compile them. Sure, you might need to use whatever platform-specific SDK stuff to sign the binary or whatever, but why would Rust in particular be singled out as being forbidden?
Despite not being yet released publicly, Jai can compile code for PlayStation, Xbox, and Switch platforms (with platform-specific modules not included in the beta release, available upon request provided proof of platform SDK access).
Re: Migrating away from Rust
#173Earlier 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. C# and .net are one of the most mature platform for development of all kind. It's just that online, it carries some sort of anti Microsoft stigma... But a lot of AA or indie games…
> People tend to be influenced by opinions online but often the real world is completely different. Unfortunately, my experience has been that C#'s lack of popularity online translates into a lot of misunderstandings about the language and thus many teams simply do not consider it. Some folks still think it's Windows-only. Some folks think you need to use Visual Studio. Some think it's too hard to learn. Lots of misc…
I think there may also be some misunderstandings regarding the purchase models around these tools. Visual Studio 2022 Professional is possible to outright purchase for $500 [0] and use perpetually. You do NOT need a subscription. I've got a license key printed on paper that I can use to activate my copy each time.
Imagine a plumber or electrician spending time worrying about the ideological consequences of purchasing critical tools that cost a few hundred dollars.
[0] https://www.microsoft.com/en-us/d/visual-studio-professional...
Re: Migrating away from Rust
#174Earlier 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. C# and .net are one of the most mature platform for development of all kind. It's just that online, it carries some sort of anti Microsoft stigma... But a lot of AA or indie games…
> People tend to be influenced by opinions online but often the real world is completely different. Unfortunately, my experience has been that C#'s lack of popularity online translates into a lot of misunderstandings about the language and thus many teams simply do not consider it. Some folks still think it's Windows-only. Some folks think you need to use Visual Studio. Some think it's too hard to learn. Lots of misc…
How's the LSP support nowadays? I remember reading a lot of complaints about how badly done the LSP is compared to Visual Studio.
Re: Migrating away from Rust
#175The article title is half-true. It wasn't so much they migrated away from Rust, but that they migrated away from Bevy, which is an alpha quality game engine. I wouldn't have read the article if it'd been labeled that, so kudos to the blog writer, I guess.
Re: Migrating away from Rust
#176Earlier quoted context omitted.
The advantages of correctness, memory safety, and a rich type system are worth something, but I expect it's a lot less when you're up against the value of a whole game design ecosystem with tools, assets, modules, examples, documentation, and ChatGPT right there to tell you how it all fits together. Perhaps someday there will be a comparable game engine written in Rust, but it would probably take a major commercial s…
One of the challenges I never quite got over completely, was that I was always fighting rust fundamentals, which tells me I never fully assimilated into thinking like a rustacean. This was more of a me-problem, but I was constantly having to change my strategy to avoid fighting the borrow-checker, manage references, etc. In any case, it was a productivity sink.
That's not to say that games aren't a very cool space to be in, but the challenges have moved beyond the code. Particularly in the indie space, for 10+ years it's been all about story, characters, writing, artwork, visual identity, sound and music design, pacing, unique gameplay mechanics, etc. If you're making a game in 2025 and the hard part is the code, then you're almost certainly doing it wrong.
Re: Migrating away from Rust
#177The "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.
In any case, there has always been a strong bias towards established technologies that have a lot of available help online. LLMs will remain better at using them, but as long as they are not completely useless on new technologies, they will also help enthusiasts and early adopters work with them and fill in the gaps.
Re: Migrating away from Rust
#178This 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…
Imo the place for rust in game dev isnt in games at all, but base libraries and tools. Writing your proc generation library in rust that is an isolated package you can call in isolation, or similar is where its useful.
Re: Migrating away from Rust
#179The "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.
Re: Migrating away from Rust
#180The "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'm not saying you're definitely wrong, but if you think that LLMs are going to bring qualitative change rather than just another thing to consider, then I'm interested in why.