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I have not listened to the podcast, but the example regarding entity pointers not outliving the frame would be something Rust is really good at. The borrow che
by jupp0r 7y ago
I have not listened to the podcast, but the example regarding entity pointers not outliving the frame would be something Rust is really good at.
The borrow checker can make sure that references to entities are strictly contained within the lifetime of a frame container and statically check that aspect.
> Because what’s an entity pointer vs a pointer to something else? The compiler doesn’t know that
Rusts compiler can know the difference and it can check lifetimes around that. Lifetimes can be made part of the type
of the pointer.
- gravypod 7y agoPointers living through a render pass aren't the main use case he is interested in. It's a problem space that many engineers are familiar with so it's easy to talk about. Game developers have some very domain-specific problems that are less common outside of game engines. A more detailed description of his opinions are laid out here where he goes into much more detail about his experiences porting The Witness to mobile (I think): https://www.youtube.com/watch?v=4t1K66dMhWk https://www.youtube.com/watch?v=4t1K66dMhWk