Comment by taeric
1 year ago
I think the point is that there are few "code related" dead ends in game code with good game play that can't be dealt with using enough effort. There are plenty of "game play related" dead ends that no amount of clean code can help out.
To that end, whatever can help you explore the game play the fastest is what you want.
Quick iteration perhaps isn't the biggest strength of C++ either. Rust does have some friction when it comes to "I'll try this with a dirty impl and if it flies, then I cam make a clean one later". I guess if that friction is worth it will depend on how much faster you get on other things, e.g. refactoring without spending a lot of effort worrying about introducing hard-to-spot bugs like races, or - worse - having to spend valuable time fixing those bugs instead of adding fun to the game.
This is fair. Always curious to see why so much effort is used to move a game's codebase into a single language codebase. Seems far more useful to move the core of a game's engine to an interpreter loop and build on top of that, with all of the affordances one usually gets from that.