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I (hobby gamedev) moved from Rust to C a few weeks ago, here's something that made me switch: 1. Compilation time (no more words needed) 2. Forced to use Carg
by slmjkdbtl 6y ago
I (hobby gamedev) moved from Rust to C a few weeks ago, here's something that made me switch:
1. Compilation time (no more words needed)
2. Forced to use Cargo for managing dependencies. The downside of a good dependency toolchain is that people will use it and there will be tons of indirect dependencies. For cross-platform development it's very common to see one of your indirect dependencies doesn't support the platform you wanted, and there's no way around it (even you know how to fix it you'll have to submit a pr and wait till the merge and crates.io release (takes years), or download the whole dependency chain and use everything locally which is a total mess)
3. Too strict. As a hobby gamedev the thing I value the most is the joy of programming, I don't want to spend all my time trying to figure out how to solve a borrow checker issue (you'll always face them no matter how good you're at Rust, and I don't want to use Rc<RefCell<T>> everywhere), and I just want to be able to use global variables without ugly unsafe wrappers in my naive single threaded application.
As a language I love every aspect of Rust, just ergonomically I don't want to deal with it now.
- gpm 6y ago> (even you know how to fix it you'll have to submit a pr and wait till the merge and crates.io release (takes years), or download the whole dependency chain and use everything locally which is a total mess) For what it's worth, cargo supports patching dependencies without maintaining the whole dependency chain locally. See here: https://doc.rust-lang.org/cargo/reference/overriding-dependencies.html https://doc.rust-lang.org/cargo/reference/overriding-depende...
- slmjkdbtl 6y agoThat's very good to know! Thank you. Yes such feature is very needed for a package manager
- Snelius 6y agoYea. The Rust is a language pleasant to read about but not to wish to write on.