GC isn't a big problem for many types of apps/games, and most games don't care about memory safety. Rust's advantages aren't so important in this domain, while its complexity remains. No surprise he prefers C# for this.
Disagree on both points. Anyone who has shipped a game in unity has dealt with object pooling, flipping to structs instead of classes, string interpolation, and replacing idiomatic APIs with out parameters of reused collections. Similarly, anyone who has shipped a game in unreal will know that memory issues are absolutely rampant during development. But, the cure rust presents to solve these for games is worse than t…
Other game engines exist which use C# with .NET or at least Mono's better GC. When using these engines a few allocations won't turn your game into a stuttery mess.
Just wanted to make it clear that C# is not the issue - just the engine most people use, including the topic of this thread, is the main issue.