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by smt88 2173 days ago
> I do a decent amount of game/graphics coding, so there's a lot of "hmm, does this look good 20 pixels over? How about 18?" and I don't know how you'd get around that without recompiling.

I know exactly what you mean. Front-end development can be this way, too.

I think it's OK (and probably true) to say that you shouldn't use Rust for cases like this right now.

2 comments

Yeah. It's a bummer because Rust would be a fantastic language for gamedev otherwise, and a lot of people are interested in it for this reason. It's got everything else you'd want out of a good gamedev language - no GC, smart memory model, blazing perf, really expressive...
> I think it's OK (and probably true) to say that you shouldn't use Rust for cases like this right now.

I think that's true, but only because of the slow compile times. Which is why they're so frustrating. Rust would otherwise be an excellent language for these use-cases.

I see where you're coming from. The good news is that compile times are something we are certain will get better. Rust's maintainers know it's a high priority, but even if they didn't, we would still benefit from increasingly powerful machines used for graphics/gaming development.