3 ms·
* The edit-compile-run cycle is pretty slow in the default configuration. If you compile in debug, it's too slow to run nicely, if you compile in release, you w
by est31 8y ago
* The edit-compile-run cycle is pretty slow in the default configuration. If you compile in debug, it's too slow to run nicely, if you compile in release, you wait for the compile to finish. What I've done is to override the debug profile to optimize dependencies, it makes the game much faster. Also, I'm setting the linker to lld because it is multithreaded and much faster in general than the default linux bfd.
* You have to do a lot of stuff yourself. The experience is not like with unity or godot where you have a powerful editor together with a powerful engine taking care of everything for you.
* There is a large ecosystem below the level of unity/godot which lets you choose very precisely how much you want to do yourself and how much you want to have abstracted away. Games in Rust have been published so most of the stuff is around and if you are already familiar with SDL or LÖVE you will find the two in Rust as well.
* The community on IRC and Gitter and other places is really helpful to people with questions. Both gamedev related and unrelated to gamedev.
In general, I think if you like gamedev as a hobby and want to learn Rust, it's a great opportunity. If you want quick progress on your game and don't like unpolished stuff then I'd recommend C# or Gdscript. For me, I've already done Rust in other areas and really enjoyed doing games as well.