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This makes sense, and explains why there's more Rust game engines than Rust games :) Rust adds friction to quick prototyping, but OTOH it is particularly good
by pornel 2y ago
This makes sense, and explains why there's more Rust game engines than Rust games :)
Rust adds friction to quick prototyping, but OTOH it is particularly good at providing robust, safe library APIs (with machine-checked memory management, lifetimes, sharing across threads, and strong patterns for error handling). It's one of the reasons why Rust applications can easily use so many dependencies.
Rust intentionally makes it difficult to cut corners, and by default enforces all of its best practices around immutability, thread-safety, etc. This is annoying for quickly trying things out for gameplay purposes (central point of the "Leaving Rust gamedev" post), because exploration of gameplay ideas doesn't need bug-free code, it needs to iterate quickly.
But this focus on correctness is the right trade-off when building foundational components and libraries. Applications need to have a stable and reliable platform to build on, and to actually ship they can't have a "prototype-quality" engine.