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> game dev tools are about what can get the best results quickest rather than any sort of technical specifics. It is a business after all.

Bingo. Rust's biggest strength is correctness. But games aren't mission critical, and gamers are very tolerant towards bugs (maybe not on social media, but very few buggy games have had their sales impacted). Your biggest sale to AAA game devs are to engine programmers to minimize tech debt. But as we are seeing with the current industry, that's not exactly something companies care about until it's too late.

Then on the indie level we get articles like this. Half the article ultimately came down to "it's faster to break things and iterate than to do it right once". Again, similar lack of need for bug-free games. In addition, few indie games are scoped to a point where they need a highly disciplined ECS solution to scale with.

The author even criticizes the "tech specs" community part of rust gamedev. Different tools, diferent goals, different needs. IMO, I think Rust will help make for some very robust renderers one day, but ultimaely the scripting will be done on another language. Similar to how Unity uses C# scripting to a C++ engine, that they IL2CPP to bring back to a full C++ game.




This, exactly. As an embedded turned Unreal developer the first impression I had while using Unreal is how little concern for correctness there is overall. UB is used liberally, and there's clearly a larger focus on development speed and ease off use compared to safety and correctness. If a game has integer overflow or buffer overflows nobody cares. Viceversa, you need to keep the whole thing usable enough for the various 3D artists and such who have a hard time understanding advanced programming.




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