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It seems you are working on a different set of constraints than the author's. The author was talking about making games. Those are generally proprietary, and ev
by loup-vaillant 7y ago
It seems you are working on a different set of constraints than the author's. The author was talking about making games. Those are generally proprietary, and even the free one almost always have binary distributions. Rust itself likely have a binary package for your development platform of choice.
Likewise, cross compilation is likely not a problem. You don't develop on the PS4 or Switch, you develop for them. Sure, in practice, cross compilation in C and C++ is indeed a problem. I'm wondering to this day how that's even a topic. A compiler is just a goddamn translator, the target platform should naturally be independent from the source platform. Worst case, you need to recompile the standard library for the new platform. (I suspect this is related to the bewildering difficulty of linking libc statically.)
You do have a point, but it's much broader and much stronger than choosing C over Rust. We spend heaps and heaps of code solving problems that could be avoided in the first place. Niklaus Wirth's Oberon operating system required less than 10,000 lines of code, and now we need like 200 million lines?! No way we now have 20,000 times the functionality, so we can guess that current computing systems are at least 100 times too big (that is, comprised of over 99% accidental complexity, Brooks be damned).
I sometimes feel the only way to make software truly Free and Accessible (meaning, people have the right and the means and the ability to use & modify their software), is to remake everything from scratch, with the benefit of hindsight.