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 was actually meaning to post this as an Ask HN question, but never found the time to word it well. Basically, what happens to new frameworks and technologies in the age of widespread LLM-assisted coding? Will users be reluctants to adopt bleeding-edge tools because the LLMs can't assist as well? Will companies behind the big frameworks put more resources towards documenting them in a way that makes it easy for LLMs…
Migrating away from Rust
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Re: Migrating away from Rust
#202The "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. Th…
If you switched from Java to C# or vice versa, nobody would care.
Re: Migrating away from Rust
#203The "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 was actually meaning to post this as an Ask HN question, but never found the time to word it well. Basically, what happens to new frameworks and technologies in the age of widespread LLM-assisted coding? Will users be reluctants to adopt bleeding-edge tools because the LLMs can't assist as well? Will companies behind the big frameworks put more resources towards documenting them in a way that makes it easy for LLMs…
Until the tech catches up it will have a stifling effect on progress toward and adoption of new things (which imo is pretty common of new/immature tech, eg how culture has more generally kind of stagnated since the early 2000s)
Re: Migrating away from Rust
#204Conversely and ironically, this is why I love Go. The language itself is so boring and often ugly, but it just gets out of the way and has the best in class tooling. The worst part is having seen the promised land of eg Rust enums, and not having them in other langs.
Re: Migrating away from Rust
#205This 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…
https://old.reddit.com/r/rust_gamedev/comments/13wteyb/is_be...
I wonder how something simpler in the rust world like macroquad[0] would have worked out for them (superpowers from Unity's maturity aside).
Re: Migrating away from Rust
#206Earlier quoted context omitted.
I wish more languages would lean into having a really permissive compiler that emits a lot of warnings. I have CI so I'm never going to actually merge anything that makes warnings. But when testing, just let me do whatever I want! GHC has an -fdefer-type-errors option that lets you compile and run this code: a :: Int a = 'a' main = print "b" Which obviously doesn't typecheck since 'a' is not an Int, but will run just…
Yeah this is my absolute dream language. Something that lets you prototype as easily as Python but then compile as efficiently and safely as Rust. I thought Rust might actually fit the bill here and it is quite good but it's still far from easy to prototype in - lots of sharp edges with say modifying arrays while iterating, complex types, concurrency. Maybe Rust can be something like this with enough unsafe but I hav…
Re: Migrating away from Rust
#207Earlier quoted context omitted.
This is getting downvoted but it's kind of true. Indexing collections all the time usually means you're not using iterators enough. (Although iterators become very annoying for fallible code that you want to return a Result, so sometimes it's cleaner not to use them.) However this problem does still come up in iterator contexts. For example Iterator::take takes a usize.
While you maybe "shouldn't" be indexing collections often (which I also don't agree with, there is a reason that we have more collections then linked lists, lookup is important) even just getting the size of a collection which is often very related to business logic can be quite annoying.
Re: Migrating away from Rust
#208But for the vast majority of projects, I believe that C++ is not the right language, meaning that Rust isn't, either.
I feel like many people choose Rust because is sounds like it's more efficient, a bit as if people went for C++ instead of a JVM language "because the JVM is slow" (spoiler: it is not) or for C instead of C++ because "it's faster" (spoiler: it probably doesn't matter for your project).
It's a bit like choosing Gentoo "because it's faster" (or worse, because it "sounds cool"). If that's the only reason, it's probably a bad choice (disclaimer: I use and love Gentoo).
Re: Migrating away from Rust
#209More than anything else, this sounds like a good lesson in why commercial game engines have taken over most of game dev. There are so many things you have to do to make a game, but they're mostly quite common and have lots of off-the-shelf solutions. That is, any sufficiently mature indie game project will end up implementing an informally specified, ad hoc, bug-ridden implementation of Unity (... or just use the inf…
And yet, if making your own game engine makes it intellectually stimulating enough to actually make and ship a game, usually for near free, going 10x slower is still better than going at a speed of zero.
Re: Migrating away from Rust
#210I 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…
And chances are that it won't be required.