To be clear, Rust does support refcounted pointers, but they're used very sparingly, and also have the advantage of allowing regular old pointers to their interior while remaining safe, which reduces refcount twiddling.
I didn't just mean refcounting, but simply managed ones (i.e. "smart" pointers), in contrast to raw pointers which require manual management.
Shared pointers (as in ref counting) is just an example of that, so I understood the above comment as implying that game development somehow encourages manual pointers management. May be I just understood the intention wrong, and it didn't mean to exclude other types.
Shared pointers (as in ref counting) is just an example of that, so I understood the above comment as implying that game development somehow encourages manual pointers management. May be I just understood the intention wrong, and it didn't mean to exclude other types.