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Migrating away from Rust

deadmoney.gg

21–30 of 799 posts

Re: Migrating away from Rust

#21
It’s incredible how many projects and articles have been written around ECS with very little results.

Quake 1-3 uses a single array of structs, with sometimes unused properties. Is your game more complex than quake 3?

The “ECS” upgrade to that is having an array for each component type but just letting there be gaps:

    transform[eid].position += …
    physics[eid].velocity = …

Re: Migrating away from Rust

#23
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 than I imagine.)

Re: Migrating away from Rust

#24

Rust 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…

You could probably write the core in Rust and use some sort of scripting for gameplay logic. Warframe's gameplay logic is written in Lua.

Re: Migrating away from Rust

#25
post #12

I wonder why Godot wasn't picked. Did I miss the points in the article?

I wondered the same - the separate C# build might be a bit of a hassle still though.

But they also could have combined Rust parts and C# parts if they needed to keep some of what they had.

Re: Migrating away from Rust

#26
> I failed to fairly evaluate my options at the start of the project.

The more projects I do, the more time I find that I dedicate to just planning things up front. Sometimes it's fun to just open a game engine and start playing with it (I too have an unfair bias in this area, but towards Godot [https://godotengine.org/]), but if I ever want to build something to release, I start with a spreadsheet.

Re: Migrating away from Rust

#27
post #14

The 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.

More surprising part for me is not migrating from Rust/Bevy, but migrating _to_ C#/Unity. Although points mentioned in the post are quite valid.

Where would you migrate to?

Re: Migrating away from Rust

#29
post #14

The 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.

The problem with Rust is that almost everything is still at an alpha stage. The vast majority of crates are at version 0.x and are eventually abandoned, replaced, or subject to constant breaking changes

While the language itself is great and stable, the ecosystem is not, and reverting to more conservative options is often the most reasonable choice, especially for long-term projects.

Re: Migrating away from Rust

#30

Rust 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…

> The ownership model of Rust can not represent the vast majority of allocations.

What allocations can you not do in Rust?

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