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I had a follow up question: Are things at the point where you could reasonable write a modern 3D engine using Rust 1.0? [1] What would be the tradeoffs at this
by wiremine 11y ago
I had a follow up question:
Are things at the point where you could reasonable write a modern 3D engine using Rust 1.0? [1] What would be the tradeoffs at this point vs. C++?
[1] Ignoring all the tooling involved with art, music, etc.
- Tyr42 11y agoI think you should check out Arcaders.rs. There are still proposals for some sort of inheritance to be added, to make it easier to do the DOM, which might (or might not) be useful for an entity system. Also, you'd likely want to be using Rust 1.4. It just came out this week. http://jadpole.github.io/arcaders/arcaders-1-1/ http://jadpole.github.io/arcaders/arcaders-1-1/
- kibwen 11y agoThe Rust ecosystem is still building up a lot of the libraries to make game programming practical. A lot of this is happening under the auspices of the "Piston" organization on Github: https://github.com/PistonDevelopers/ https://github.com/PistonDevelopers/ . Piston itself is sort-of-a-game-engine, sort-of-a-collection-of-modular-game-related-libraries. Meanwhile, Rust also has the Glium library for OpenGL programming, which is apparently so good that it makes OpenGL programmers froth at the mouth (I've never done OpenGL programming myself, but the praise is universal among all my graphics-programming friends).
- CyberDildonics 11y agoBecause Rust uses LLVM to optimize the gap between C++ should be small enough that architecting for memory allocation and cache locality should FAR outweigh the difference in language implementations. If you look at things like Ogre and Box2D, they can likely be sped up by a factor of 10x in either language. (not total fps in ogre, just the engine part).