| the only memory safety gamedev needs are bound checking and use after free protections everything else is just bloat and noise that hurts iteration time and even if one would still value them, you'd need to check only once for whatever memory check you want to run, when you build your allocators for example, and not at every builds, and you could even write the logic yourself and have a debug allocator to ensure memory safeties you want sub second and not "double digit seconds" build times it takes one to try to make a game to trully understand why iteration time is far more important that anything else (other than performance of course) you don't want to wait multiple seconds everytime you change the speed of your character, or tweak the rendering/AI code that's why then some devs end up using scripting language and they loose all the advantages of their native language, because they want to speed up iteration time that's why i personally stick to D for my game, my engine + game fully rebuild in under 1 second you don't get to create memory bugs when you work on your gameplay code ;) |
Probably if your game is single-threaded …
Rust's raison d'être was type-check thread-safety, and even if we don't talk about this aspect much anymore it's still the domain where it has no competitors (Pony could have been, but didn't get traction).
And it's invaluable.