Comment by logicprog
9 months ago
As I said in my own comment down thread, despite being a huge rust advocate, I sincerely agree with you here.
Rust is not a good language for actually writing games, and the fact that it is being sold as such is really detrimental to it in my opinion, because it is holding the ecosystem back. Rust is being pushed as a language for game logic, so people try out and realize it isn't very good at that, and so they just give up on Rust in the game development industry at all and leave, understandably! If Rust were more strategically positioned, it could get a lot farther. Where it should be focusing in the games industry is on game engines, where flexibility and quick iteration and easy prototyping and being able to just reach out and directly touch and control things isn't as important, but where concerns like the clarity and maintainability of the code base, stability of the software, resource ownership and management, and eeking out every ounce of performance all become important, and so the type system and static analysis guarantees of Rust are actually useful.
This is where, I'm disappointed to say, I think things like Bevy and Amethyst have severely hurt the Rust game development ecosystem. They aren't really game engines in the traditional sense, they are more like game frameworks like Love2D except written in Rust: they force you to statically link your game code to the engine code, and write your game logic in the same language your engine is written in. This means that game developers who just want to quickly prototype game mechanics and want to be able to iterate on them in order to refine them are forced to use a language that is far too focused on correctness, safety, static verifiability, and concerns like that to actually be usable as a programming language, and worse, it forces them to compile their game logic and the entire engine together and link them together in order to build their actual game and test it, massively increasing the weight of the process and basically ruling out hot reloading or making your game independent of any specific version of the engine, or its license. It puts them between a rock and a hard place, between using some other ecosystem, or using a language that simply unsuitable for a game development.
I think the far better solution (one which I plan to very slowly feel out with my embryo engine project, which is born out of my frustration of looking at the existing rust game engines and feeling like they are all kind of lying about what they are) would be to stop with the vaporware and the hype with Bevy and Amethyst and such, and actually build a proper game engine, like they are promising to be but are not, that is its own separate pre-compiled executable that game developers don't even need to mess with at all, that picks up game assets and game code written in a more flexible, dynamic, language that's better for prototyping, and runs them, something like what Unity or Godot or even Gamebryo do. Only then will the rust game development ecosystem take off, because it will no longer be forcing a language that just isn't good for that on to people.
But people want to write Rust and a game seems like a fun way to do it. They can already use Godot or Unity with this approach.