Rust is supposed to be a better safer C/C++.
Then lot of comments here that games are best done in C++.
So why can't Rust be used for games?
What is really missing beyond an improved ecosystem of tools. All also built on Rust.
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Rust is supposed to be a better safer C/C++.
Then lot of comments here that games are best done in C++.
So why can't Rust be used for games?
What is really missing beyond an improved ecosystem of tools. All also built on Rust.
Earlier quoted context omitted.
I really hope that C++ evolves with gamedev and they become more and more symbiotic. Maybe adoption of rust by gamedev community isn't the best thing to wish to happen to language. Maybe it is better to let other crowd to steer evolution of rust, letting system programming and gamedev drift apart
I think I don't know a single gamdev who's fond of "modern C++" or even the C++ stdlib in general (and stdlib changes is what most of "modern C++" is about). the last good version was basically C++11. In general the C++ committee seems to be largely disconnected from reality (especially now that Google seems to be doing its own C++ successor, but even before, Google's requirements are entirely different from gamedev…
I can only comment this like: tell me you have no idea about current state of C++ without telling me you have no idea about current state of C++.
Earlier quoted context omitted.
> I wouldn't be surprised if the "next great game engine" had a Rust core and some other language- I mean why not C# at this point?- for game code. That's why, the first time I saw Bevy and Amathyst, I had an immediate "they're doing it wront$ reaction. IMHO, to be a true game engine in the modern sense, instead of merely a game framework, your engine needs to be a precompiled, standalone executable in a systems lang…
Yeah, that bifurcation makes practical sense. Have you considered WebAssembly for the game script layer?
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Sort of, although Zig certainly pushes itself towards the embedded world. I have tried Zig a bit and like it a lot, and I am sure it would be better for game dev than Rust, but I don't want to pass allocators around all day to all the objects in my game. Go without GC is more like a Go and Zig baby.
nothing really prevents you from defining global allocator in Zig and having explicit allocator in standard library is actually a good thing, cause it's quite a common case in game development to use arena allocators which are being freed once per frame - so you don't really need to reinvent your data structures in Zig I do have some concerns about Zig because it also introduces some friction for correctness sake lik…
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Quick note: I'm actually very slowly prototyping something like this here: https://github.com/alexispurslane/embryo-engine/ I'm disabled so I don't have a lot of energy to work on it often, but, especially once I nail down the last few design issues, I'd really love help, or even just a few eyes on the project to encourage me ;)
I like it, I read the Design Document. Do you have any game concepts you are building with it? It seems like the kind of project that would be built with a game side-by-side.
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Also C++ could be adopted incrementally by C developers. You could use it as “C with classes”, or just use operator overloading to make vector math more tolerable, or whatever subset that you happened to like. So there’s really three forces at play in making C++ the standard: 1) The Microsoft ecosystem. They literally stopped supporting C by not adopting the C99 standard in their compiler. If you wanted any modern co…
Theoretically accessible describes the experience of trying to use D3D from C very well! Was trying to use it with some kind of gcc for windows. The C++ part was still lacking some required features, so it was advised to use D3D from C instead C++. There were some helper macros, but overall I was glad when Microsoft started to release their Express (and later Community) Editions of Visual Studio.
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The problem with Go is its inadequate FFI, which is important for gamedev which tends to be FFI and syscall-heavy due to embedding another gamescript language and/or calling into underlying rendering back-end, sometimes interacting with input drivers directly, etc. Which is why C# has been chosen so often (it has performance not much worse than C++ (you can manually optimize to match it), zero or almost zero-cost FFI…
The overhead for Go in benchmarks is insane in contrast to other languages - https://github.com/dyu/ffi-overhead Are there reasons why Go does not copy what Julia does?
p.s.: mono seems to produce quite a bad result vs .net 6/7/8 huh, time to make a PR
That's a good article. He's right about many things. I've been writing a metaverse client in Rust for several years now. Works with Second Life and Open Simulator servers. Here's some video.[1] It's about 45,000 lines of safe Rust. Notes: * There are very few people doing serious 3D game work in Rust. There's Veloren, and my stuff, and maybe a few others. No big, popular titles. I'd expected some AAA title to be writ…
> I'd expected some AAA title to be written in Rust by now. I'm disinclined to believe that any AAA game will be written in Rust (one is free to insert "because Rust's gamedev ecosystem is immature" or "because AAA game development is increasingly conservative and risk-averse" at their discretion), yet I'm curious what led you to believe this. C++ became available in 1985, and didn't become popular for gamedev until…
Then lot of comments here that games are best done in C++.
So why can't Rust be used for games?
What is really missing beyond an improved ecosystem of tools. All also built on Rust.
Earlier quoted context omitted.
I think I don't know a single gamdev who's fond of "modern C++" or even the C++ stdlib in general (and stdlib changes is what most of "modern C++" is about). the last good version was basically C++11. In general the C++ committee seems to be largely disconnected from reality (especially now that Google seems to be doing its own C++ successor, but even before, Google's requirements are entirely different from gamedev…
> stdlib changes is what most of "modern C++" is about). the last good version was basically C++11. I can only comment this like: tell me you have no idea about current state of C++ without telling me you have no idea about current state of C++.
Earlier quoted context omitted.
Just a small addition: Godot also has great C# support. It is a real charm to work with.
Last time I tried Godot with C# in Visual studio, when I debugged I could not see the console output, and when I ran with the console output I could not debug (the breakpoints weren't hit). A Google search later and turns out it wasn't just me.
However, I am also using Rider.