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by roflcopter69 28 days ago
A serious competitor wouldn't use Rust because it immediately disqualifies your engine from being shipped to consoles. At least at the moment. I know it's less of a technical limitation and more of a political one, but if you are serious about shipping your game to various platforms, you cannot use Rust. But things might be about to change, see https://akaganite.com

But honestly, as of today, you're probably having a better time taking a few days to work out clean C++23 guidelines for your AI agents by letting them churn through all the changes and deprecations that happened to C++ over the years, figure out good clang-tidy and clang-format rules, turn on all the compiler warnings and tell them to regularly use UBSAN, ASAN and TSAN and you're getting really close to a clean workflow similar to what Rust would give you but with the rich platform support of C++. It's just kinda sad that one has to go through so much ceremony while the Rust ecosystem gives you those things for free. But imo a well-crafted AI agent workflow gets really close here.

Mean edit: I was reading more of your comments in this post and I start to think you're a bit of bullshitter who's quite overconfident because you think AI makes you so much more productive. I say this because any seasoned game engine dev wouldn't have suggested Rust for a game engine that is supposed to compete with Godot, Unity, Unreal or whatever due to missing consoles support, but you just did, which makes me suspect that you have really shallow understanding and really, AI won't help here. You could have at least mentioned that if you only target dektop and mobile then Rust is a good choice, but you didn't. But don't get me wrong, I'm quite AI pilled as well, but I still know that some things require expert knowledge to properly steer the AI agents.