Well for c++ memory safety and sharp abstractions and even worse compile times than Rust. I’m not aware of hot reload really being done in c++ at any scale but I’m not a game dev so I’m open to learning.
C# AFAIK holds a minor place in gamedev and also has slow compile times maybe? I assume it has better support for hot reload times. But generally the performance profile isn’t there for the most demanding games even if the DX is.
Visual Studio limitations around hot reload are quite unrealistic for any serious codebase and only work on Windows with Visual Studio when you started it under a debugger.
Rust’s hot reload is cross platform if I recall correctly and is always available until you disable it from the build (eg debug on, release off). It also has a better story for working around the limitations that Visual Studio just throws up on.
C++ hot reload is not a common experience in the ecosystem.
Really shouldn't be a dealbreaker when 95% of your users will be using Windows (to play games), so your most tested platform should be Windows.
> when you started it under a debugger
Hot reload isn't a replacement for scripting IMO. It will never be as good. Even hot reload in Rust would have more limitations than an actual scripting language.
Sure, that doesn't take away from the experience of Rust being better than C++ even if you probably still want a scripting language too.
In total Microsoft only holds ~12% of the total video game market share across PC and console in terms of owning the platform (i.e. Xbox + Windows). I think you're overestimating how many game developers get to use reverse debugging for gaming. In practice given the limitations for Visual Studio's implementation, I highly suspect that number is very rarely used anyway.
C# AFAIK holds a minor place in gamedev and also has slow compile times maybe? I assume it has better support for hot reload times. But generally the performance profile isn’t there for the most demanding games even if the DX is.