Comment by palata

3 months ago

> but there is a reason that commercial gamedev is typically C++.

Sure, and that's kind of my point. There are a few use-cases where C++ is actually needed, and for those cases, Rust (the language) is a good alternative if it's possible to use it.

But even for gamedev, the article here says that they moved to Unity. The core of Unity is apparently C++, but users of Unity code in C#. Which kind of proves my point: outside of that core that actually needs C++, it doesn't matter much. And the vast majority of software development is done outside of those core use-cases, meaning that the vast majority of developers do not need Rust.

We were using a modified Luajit, in assembly, with a bit of other assembly dotted around the place. That assembly takes a long time to write (to beat a modern C++ compiler).

Then we had C++ for all our low level code and Lua for gameplay.

We were floating a middle layer of Rust for Lua bindings and the glue code for our transformation pipeline, but there was always a little too much friction to introduce. What we were particularly interested in was memory allocation bugs (use after free and leaks) and speeding up development of the engine. So I could see it having a place.