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I don't think "smart" is the right way of framing this, but there is a lot to learn. First, Rust has its unusual way of managing memory through ownership and b
by pornel 4y ago
I don't think "smart" is the right way of framing this, but there is a lot to learn.
First, Rust has its unusual way of managing memory through ownership and borrow checking. There is a steep learning curve there, but it's not that hard once you "get" it. However, some programmers need to unlearn their web-of-pointers programming style and adapt to Rust's way of thinking to get it.
Then, Rust doesn't have inheritance and hates shared mutability. For game development this makes the easy "class Player extends Entity" design nearly impossible to work with. Entity-Component-System works way better with Rust, but ECS design is another big thing to learn.
IMHO Rust is worth using for most things that would be written in C usually.
For game development the jury is still out. Rust has great multi-threading support, which games don't use that much yet. Rust also focuses a lot on correctness and preventing bugs. This is a bit controversial in gamedev, since the usual way is to iterate quickly, and fix stuff later. Rust's proposition is to iterate a bit slower, but not have to fix as much later.