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A lot of game development happens under the pressure of constant crunch and low budgets. I'm not just talking about EA and their constant penny pinching but sm
by munk-a 4y ago
A lot of game development happens under the pressure of constant crunch and low budgets. I'm not just talking about EA and their constant penny pinching but small studio releases are a huge gamble with a steep upfront cost (Sean Murray, the face of Hello Games that released No Man's Sky, famously took out a large personal mortgage against his house to keep the studio afloat) and no guarantees of success after release - games can fail for the most absurd reasons.
I think a lot of game programmers will keep an iron grip on using C/C++ for a while simply because they don't have the luxury of exploring other options. That said, I think Rust is exceedingly well designed to supplant C/C++ - game development really wants to minimize runtime failure cases and push more errors onto the compiler and static analysis due to the size and complexity of the project and Rust manages to deliver that without compromising on the performance needs - Go was a similar hopeful for a while but the lack of exception throws even under controlled situations is very difficult to deal with (I know you can panic and catch panics but it is a very rudimentary system).
- mustache_kimono 4y ago> I think Rust is exceedingly well designed to supplant C/C++ - game development really wants to minimize runtime failure cases and push more errors onto the compiler and static analysis due to the size and complexity of the project and Rust manages to deliver that without compromising on the performance needs I hope so!