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by pseudony
16 days ago
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Games ? Many have talked about it, but many also make their games work inside of Unity and so on, so, depends on the project. My angle is systems programming, and there, it absolutely matter. If you are performance sensitive, then you try to avoid crossing the user-space -> kernel boundary more than you have to. Eg, ask for lots of memory, manage with arenas. Interestingly Odin and Zig both lean into this heavily. Rust went a different route but has tried later to bolt on pluggable allocators. |
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Building a database, operating system, etc. absolutely requires fine tuned control over allocation. You can get around some of these things in Rust, but it will fight you. You'll effectively have to turn your back on the containers in std and build your own vectors, maybe even your own Box, etc.
Odin looks really appealing to me at one level, but I'd have a hard time switching to any language at this point that doesn't have a borrow checker story.