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Two Rust features stand out to me: no GC, and Rust’s excellent wasm support. In the Unity games I’ve played GC doesn’t seem to be much of an issue but your code
by lwansbrough 6y ago
Two Rust features stand out to me: no GC, and Rust’s excellent wasm support. In the Unity games I’ve played GC doesn’t seem to be much of an issue but your code is always going to be faster in Rust.
I use C# (.NET) daily and I think it’s great for game development, but Rust certainly has its own advantages.
- deleted 6y ago[deleted]
- zesterer 6y ago> In the Unity games I’ve played GC doesn’t seem to be much of an issue Remember that all of the 'hot' code is internal to Unity and is not written in C#. C# basically just takes on the role of a particularly powerful scripting language and isn't dealing with cleaning up huge amounts of data as would be the case for anything dealing with assets directly.
- pjmlp 6y agoUnity is rewriting their C++ code in the HPC# subset and Burst compiler toolchain. There are a couple of talks related to it.
- adamnemecek 6y agoIt's very easy for it to become an issue if a game was written in Unity though. It tends to be really sluggish. E.g. Disco Elysium (amazing game) but the load screens were too much.
- imtringued 6y agoI don't know why but performance issues have become very common in modern games. Lots of games fail to scale to significant multiplayer populations. I still remember playing San Andreas Multiplayer/Multi Theft Auto and Just Cause 2 Multiplayer. In all three the multiplayer support is provided by a third party mod and they still managed to scale to hundreds of players per server.