3 ms·
What about Python? LLMs seem to like it well enough.
by Retr0id 3mo ago
What about Python? LLMs seem to like it well enough.
- w4yai 3mo agoSlow and not so operable with C/C++
- Retr0id 3mo agoSlow I'll grant you, but I assumed for scripting use cases that didn't matter so much.
- IshKebab 3mo agoIt doesn't matter that much. Probably 10x slower than C++/Rust is fine. 100x is a bit much though.
- devilsdata 3mo agoThis is not my area, but what about Rust or Odin?
- cyber_kinetist 3mo agoRust is slow to compile, and not that productive when writing gameplay code (see https://loglog.games/blog/leaving-rust-gamedev/ https://loglog.games/blog/leaving-rust-gamedev/) Odin... technically not a scripting language, and haven't used it that much. But if compile times are good enough and hot reloading works, might worth a try. Though I think manual memory management can be antithetical when churning out gameplay code quickly (or when you're working with game designers with minimal background in programming)
- devilsdata 3mo agoThanks. I know that there are things that can be done to bring down the compile speed of Rust, like splitting a project into sub crates. But I agree with the post that you linked. Game dev, especially UI and game mechanics benefits from a high degree of polish. You just can't realistically get that with compile times in the 10s of seconds. The most polished game I've played, Balatro, was built using Lua and Love2D specifically because of the iteration speed that they made possible.