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> It is a different story for game engines, renderers, physics, audio, asset loaders etc. those are much closer to system programming but this is also not where we usually spend the most time, as a professional you're supposed to either use off-the-shelf engines or already made frameworks and libraries.

But this is where industry interest (the little there is) lies for Rust, is it not? This is what the AAA studios that are researching and prototyping are working on.

C++ is not a popular language to implement the actual game in for all the reasons you list. It is too slow to compile and too rigid. The people who actually build the games, make them tick, are all working in visual scripting languages.




Visual scripting languages are easy to use and practical for low-complexity code, but they scale very poorly once the complexity increases.

Gameplay code is still better written with code, C# or C++ or sometimes Lua.


> visual scripting languages

I'm surprised no one has made such a language that is designed from the ground up to be used as such for rust. Nim/coffeescript come to mind, but they target non-rust languages. Lua would be close enough if it weren't so alien to everything people like about rust.


Someone did actually create a scripting language specifically designed to work with rust: https://rhai.rs/




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