|
|
|
|
|
by troad
536 days ago
|
|
Rust has really struggled to break through in gamedev. Rust's core premise is trading off dev speed and flexibility for memory safety, but it turns out that dev speed and flexibility is far more important in gamedev than memory safety. If you have a formally specified microkernel that's already blueprinted to within an inch of its life, Rust is probably a great choice for you. If, on the other hand, you need to rapidly throw slime at a wall to see what sticks and makes for fun gameplay, Rust is going to make that much more challenging than virtually any other language, and the benefits are far from obvious (your quick and dirty gameplay slice that took much longer to make is slightly more memory safe?). I'm not the only person who's done gamedev in Rust and has since definitely turned away from the language for that use case, see e.g. "Leaving Rust gamedev after 3 years" [0], which remains one of the most widely discussed and liked Hacker News posts about Rust to date. More broadly, it's obvious that Rust is far more hyped than Cobol is. That means there are many examples of valiant attempts at OSS or hobby projects in Rust by the devs most susceptible to hype (generally enthusiastic beginners). Conversely, writing a Minecraft server in Cobol requires slightly more whimsy and derring-do, which tends to correlate with greater experience. [0] https://news.ycombinator.com/item?id=40172033 |
|
Rust's main competitor in gamedev is C++, which is not especially known for its "dev speed and flexibility". There are ways to do fast, iterative development in Rust, they just involve quite a bit of boilerplate (to mark all the places where you're giving up some amount of low-level performance in the name of flexibility). If anything, the main disadvantage of Rust is simply that its community, while highly committed to technical excellency, is nonetheless orders of magnitude smaller than the huge amount of C++ developers.