> 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.
Migrating away from Rust
61–70 of 799 posts
Re: Migrating away from Rust
#62I 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…
Re: Migrating away from Rust
#63Scripting being flexible is a proper idea, but that's not an argument against Rust either. Rather it's an argument for more separation between scripting machinery and the core engine.
For example Godot allows using Rust for game logic if you don't want to use GDScript, and it's not really messing up the design of their core engine. It's just more work to allow such flexibility of course.
The rest of the arguments are more in the familiarity / learning curve group, so nothing new in that sense (Rust is not the easiest language).
Re: Migrating away from Rust
#64Earlier quoted context omitted.
> The problem with Rust is that almost everything is still at an alpha stage. Replace Rust with Bevy and language with framework, you might have a point. Bevy is still in alpha, it's lacking plenty of things, mainly UI and an easy way to have mods. As for almost everything is at an alpha stage, yeah. Welcome to OSS + SemVer. Moving to 1.x makes a critical statement. It's ready for wider use, and now we take backwards…
Unfortunately, it is a failing of many projects in the Rust sphere that they spend quite a lot longer in 0.x than other projects. Rust language and library features themselves often spend years in nightly before making it to a release build. You can also always go from 1.0 to 2.0 if you want to make breaking changes.
Yes. Because it makes a promise about backwards compatibility.
> Rust language and library features themselves often spend years in nightly before making it to a release build.
So did Java's. And I Rust probably has a fraction of its budget.
In defense of long nightly feature more than once, stabilizing some feature like negative impl and never types early would have caused huge backwards breaking changes.
> You can also always go from 1.0 to 2.0 if you want to make breaking changes.
Yeah, just like Python!
And split the community and double your maintenance burden. Or just pretend 2.0 is 1.1 and have the downstream enjoy the pain of migration.
Re: Migrating away from Rust
#65Rust 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…
Re: Migrating away from Rust
#66I wonder why Godot wasn't picked. Did I miss the points in the article?
I also would have liked to have seen the pro/con lists for each of the potential choices. I've been toying with the idea of making a 2d game that I've had on my mind for awhile, but have no game development experience, and am having trouble deciding where to start (obviously wanting to avoid the author's predicament of choosing something and having to switch down the line).
Probably the best thing in your case is, look at the top three engines you could consider, spend maybe four hours gather what look like pros and cons, then just pick one and go. Don't overestimate your attachment to your first choice. You'll learn more just in finishing a tutorial for any of them then you can possibly learn with analysis in advance.
Re: Migrating away from Rust
#67Earlier quoted context omitted.
I have totally disagree here. I don't even look at crate versions but the stuff works, very well. The resulting code is stable, robust and the crates save an inordinate amount of development time. It's like lego for high end, high performance code. With Rust and the crates you can build actual, useful stuff very quickly. Hit a bug in a crate or have missing functionality? contribute. Software is something that is alm…
They might be unsafe, but there is enough tooling to pick from 60 and 50 years of industrial use, approximately.
Re: Migrating away from Rust
#68Earlier quoted context omitted.
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?