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by mikepurvis 400 days ago
On the game engine side, probably not a lot until there's more ecosystem built up, but across the board you could look at the niches filled by the Java/Groovy and C/Lua pairings to get a pretty good sense of what's possible— it would be the tools stuff that would most excite me: build/CI/automation frameworks, that kind of thing.

Alternatively, look at a project like ruff— hundreds of linter rules statically implemented in native Rust [1], maybe that would make more sense if the rules could be more tersely expressed as runtime-loadable roto scripts that have access to the Python AST and a toolkit of Rust-supplied functions for manipulating and inspecting it?

[1]: https://github.com/astral-sh/ruff/tree/main/crates/ruff_lint...

1 comments

So no clear examples?
In the Java/Groovy space, Jenkins and Gradle are the obvious ones.

I'm less familiar with the Lua world (not a gamedev), but this is an example of the kind of thing I'm imagining— a build system / task runner that's half lua and half C/C++: https://github.com/xmake-io

Having a modern on-prem replacement for Jenkins/Rundeck built in rust and exposing a roto interface rather than yaml definitions sounds like it would be great.

So, how is Rust better than these? What does it have that these lack?
Package management, expressiveness, community, open source code availability... a helpful compiler and goated type system.... overall sanity