Earlier quoted context omitted.
IMO it’s not opinionated enough. Golang for example doesn’t let you customize go fmt, while Rust does. Rust also has many ways to do things in general (mod.rs vs name_of_folder.rs for example) and seems to not want to provide a useful baseline for most projects via its standard library (unlike Golang). But to go back to our subject: Rust is a great language and that’s all you need. I wish I could use it with unity.
The mod vs folder rs stuff is just embarrassing for Rust. I have no idea why they support more then 1 method.
Leaving Rust gamedev after 3 years
551–560 of 996 posts
Re: Leaving Rust gamedev after 3 years
#552As a game developer for about two decades, I've never considered Rust to be a good programming language choice. My priorities are reasonable performances and the fastest iteration time possible. Gameplay code should be flexible, we have tons and tons of edge cases _by design_ because this is the best way to create interesting games. Compilation time is very important, but also a flexible enough programming structure,…
There are a few game engines[0] for CL, but most of them seem to be catered specifically to 2D games.
[0] https://github.com/CodyReichert/awesome-cl?tab=readme-ov-fil...
Re: Leaving Rust gamedev after 3 years
#553> As far as a game is concerned, there is only one audio system, one input system, one physics world, one deltaTime, one renderer, one asset loader. I thought this way when I was doing Java dev around 10 years ago. I thought it excused the singleton pattern. I was wrong! You should always be able to construct an object by explicitly passing dependencies to it. Especially for testing. It really is no fun if your rende…
Re: Leaving Rust gamedev after 3 years
#554Earlier quoted context omitted.
It's a weird concept to "care about programming". Same as "inadequate code". I find this statement really condescending and completely confirms some of the cliché quotes that the author write in this article
By "care about programming" I basically mean writing maintainable code. By "inadequate code" I mean code that does what the author wants at this point in time, but is completely unmaintainable and just bad. Sloppy practices, etc
That is why virtually no videogame is made with Rust.
Re: Leaving Rust gamedev after 3 years
#555Earlier quoted context omitted.
Interesting, I almost find it the opposite right now. Learning the engine is a pain in the ass -- it's not particularly hard, just tedious to learn all the APIs and quirks -- and then when you're initially building the thing, "it's not fun yet" for a quite a while. But then once you have the fundamentals down, you can add more abilities and characters and other features, that's the fun shit. I was working on the AI l…
I think the period between having a playable alpha and a polished release is the part people hate. Or just grinding out content to make the game longer. I hope you enjoy the process and succeed as a game dev.
Right now, the idea of creating new content being "grinding" baffles me, but that's as a hobbyist developer of course. I'm sure I'd feel different if I was in a big company doing it.
Re: Leaving Rust gamedev after 3 years
#556Earlier quoted context omitted.
If it helps, they can't possibly be as toxic as Lisp programmers used to be, where more or less any online conversation would start with someone new asking a question and Erik Naggum replying that they were a moron who should die.
Why is it that, say, C programmers, as such, don't get painted according to what has historically gone on in the comp.lang.c newsgroup?
Re: Leaving Rust gamedev after 3 years
#557Earlier quoted context omitted.
He is actively developing his new game in parallel to creating the language. Not to mention smaller projects like 'Braid- anniversary edition'.
Isn't the traditional advice that if you try to write both a game engine and a game that you'll get neither?
Re: Leaving Rust gamedev after 3 years
#558Earlier quoted context omitted.
No language from Apple / Google / Microsoft / whatever can ever be a serious replacement for C++. When the development of the language is dominated by a single entity, the risk that the interests of that entity override those of other users is simply too high. Vendor-specific languages are fine, if you are developing something for that vendor's ecosystem. But if you don't want to lock your code to a specific ecosyste…
I don't disagree. Pragmatic considerations tend to win over ideological ones though. Consider Java's success.
25 years ago, Java was supposed to be the new general-purpose language you could use for everything. Universities rushed to teach it to everyone. There was a lot of initial success, but then Java started losing ground. The direction the language was going was not good for many applications. And then lawyers got involved, which didn't help.
C++ is a general-purpose language. It's widely used, because it's widely used. The language is good enough for many tasks, and you can probably find the libraries you need and people familiar with the language. If you work in a niche with no specific reasons to use a particular language, C++ is often a good choice.
Rust is not there yet, because it's a new language with limited library support. But it does have momentum. The biggest threat to Rust as a general-purpose language is probably async. When there are strong interests to develop the language and the ecosystem for specific applications, other niches often suffer.
Re: Leaving Rust gamedev after 3 years
#559I tried to like it, but I can't. It doesn't align with my way of thinking.
Re: Leaving Rust gamedev after 3 years
#560Earlier quoted context omitted.
Absolutely. Async/await typically improves headroom (scalability) at the cost of latency and throughput. It may also make code easier to reason about.
Definitely makes code harder to reason about.