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Comment by andai

9 months ago

I think the crux is this heading: Making a fun & interesting games is about rapid prototyping and iteration, Rust's values are everything but that

Jon Blow said that in one of his talks: Rust treats all code as production code. For most of the duration of a project, that's counterproductive, because it introduces a significant amount of unnecessary friction.

For most of a game's development, you're trying to figure out what the game's supposed to be. Only later does it crystallize. Rust doesn't recognize the non-crystalline phase, or rather explicitly rejects it as invalid.