> Rust gamedev ecosystem lives on hype I've been saying this for years. I've tried to get into Rust multiple times the past few years and one of the things I've tried was gamedev with Rust (specifically the library ggez when it was still being worked on, and a little bit of Bevy). I admittedly never got far, but I gave it a solid shot. My experience was instantly terrible. Slow compile times and iterations, huge pack…
This might be controversial, but "Safety" and "Speed", in the same ecosystem, are not free. The cost is heavy syntax and heavy cognitive climbs. Why Rust was ever sold as a language for the masses is beyond me. A safe, fast, hard language is something you use for operating systems, aircraft, etc. I adore Rust because it does all the things I remember being told to do in C, but without me remembering to do them: Error…
Leaving Rust gamedev after 3 years
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Re: Leaving Rust gamedev after 3 years
#902> Rust gamedev ecosystem lives on hype I've been saying this for years. I've tried to get into Rust multiple times the past few years and one of the things I've tried was gamedev with Rust (specifically the library ggez when it was still being worked on, and a little bit of Bevy). I admittedly never got far, but I gave it a solid shot. My experience was instantly terrible. Slow compile times and iterations, huge pack…
> Rust game development feels like a solution looking for a problem to fix. The same can be said for ordinary CRUD backends. Java, C#, Go and Typescript (Node, Deno or Bun) are all memory safe with good type systems and more than good enough performance. Evangelism around Rust is unfortunately still a thing. A good example is the latest hype in the community because some Google Manager said at a Rust conference that…
Re: Leaving Rust gamedev after 3 years
#903Earlier quoted context omitted.
So you're saying if you write your database engine in C++ you're not going to see any segfaults? https://jira.mariadb.org/browse/MDEV-14248?jql=text%20~%20%2...
That is significantly dependent on the software architecture. MariaDB's design is not particularly modern (not a knock against MariaDB, it is an older system) and employs none of the software architecture required for high-scale and high-performance kernels that, as a side-effect, makes it difficult to accidentally create the conditions for a segfault regardless of the language. The design motivation is actually opti…
Re: Leaving Rust gamedev after 3 years
#904Earlier quoted context omitted.
That doesn't mean that it was used primarily with C++ though. IIRC Watcom C/C++ mainly became popular because of Doom, and that was written in C (as all id games until Doom 3 in 2004 - again IIRC though). The actual killer feature of Watcom C/C++ was not the C or C++ compiler, but its integration with DOS4GW.
Btw, dont’t remember Turbo C or Borland C++ to be able to compile to 32-bit x86 on DOS
[1] https://news.ycombinator.com/item?id=39038095
Re: Leaving Rust gamedev after 3 years
#905Earlier quoted context omitted.
Sorry I got lost in that sentence. What is Rust's model?
Rust has traits on structs instead of using inheritance. Aka composition.
Re: Leaving Rust gamedev after 3 years
#906Just waiting for someone to write a 5000 word essay on why they are moving from Rust to do data science stuff. Totally puzzled by everyone trying to get on to the Rust bandwagon on DS/DE, when being able to iterate and make changes fast is why Python rules even though it is dog slow.
Why do you think it is dog slow? Most of the ds/de libraries are in C/C++, with python just calling. I personally checked JSON parsing with Go/Rust/Python. Guess who won.
Re: Leaving Rust gamedev after 3 years
#907Earlier quoted context omitted.
I'm talking about games specifically. I don't know much about the needs of web browsers.
I've parallelized emulators in C++ and work on parallel parts of Bevy now, which is probably the closest you're going to get to someone who has worked on parallelizing parts of large game engines in both C++ and Rust. It was far easier in Rust.
Re: Leaving Rust gamedev after 3 years
#908> wait I can't add this new thing because things will no longer compile, and there's no workaround other than code restructuring I definitely think that's a great feature. I want to learn on day 2 that the design is a dead end, not on day 101 when I ship on day 100 and there was a race condition on day 2 I never noticed. But the thing about gamedev (I guess - I'm not a game developer) is that the code being great and…
not necessarily. Loads of games and game developers do not engage in any engine development at all, they just use an off the shelf engine and make their game, treating engine developing about as close as web devs treat database development.
Re: Leaving Rust gamedev after 3 years
#909Earlier quoted context omitted.
Just a small addition: Godot also has great C# support. It is a real charm to work with.
The godot-rust project crates take a minor amount of adaptation to understand how it exposes the Godot object system in Rust but it's also pretty well developed.
Re: Leaving Rust gamedev after 3 years
#910Earlier quoted context omitted.
Sure, open 5 tabs named mod.rs, so which mod are you in?
Open 5 libs.rs, which crate are you in? Always look at full path instead of filename. A mod.rs means a much more cleaner organization, as you know that all of a folder module's content is within that module, and you don't have to look elsewhere.