That is, like, genuinely an advantage, though. At $ DAYJOB, we have a project that spans embedded, backend, web frontend and CLI, and for all of these, Rust is decent.
Like, I can see why a frontend dev would want to use HTML+CSS+JS/TS (rather than HTML+CSS+Rust), mainly because the massive ecosystem of JS components makes you more productive.
But you pretty much won’t ever develop a web frontend without an accompanying backend, and then being able to use the same language-expertise, libraries, utility functions and model types, that is also a big boost to productivity, especially if you won’t have a dedicated frontend dev anyways.
Realizing that also made me understand why people subject themselves to NodeJS for their backend, which has the same advantage, just with the big ecosystem in the frontend and the small ecosystem in the backend.
Rust has constant by default, which many don’t like in gamedev circles. Yes, compilers don’t care and optimize - at the highest optimization setting, otherwise it’s marginally slower, and each constant use will just add up.
Other Functional Programming features of Rust makes writing transform functions quite good, until you need to get the results of those functions to be displayed.
Some of the system-level allocation is quite hard with Rust, if not impossible.
The borrow checker is hard to use with games, not to mention it has a big impact on performance.
Object-Oriented Programming is possible through macros, but sometimes you need OOP instead of Entity Component System for more system-level stuff. Sure, ECS is really nice for game systems, but Bevy (an engine written in Rust) uses it for everything.
Embedded? Rust!
Web Frontend? Rust!
Web Backend? Rust!
idk what orher kinds of programming exist…
That is, like, genuinely an advantage, though. At $ DAYJOB, we have a project that spans embedded, backend, web frontend and CLI, and for all of these, Rust is decent.
Like, I can see why a frontend dev would want to use HTML+CSS+JS/TS (rather than HTML+CSS+Rust), mainly because the massive ecosystem of JS components makes you more productive.
But you pretty much won’t ever develop a web frontend without an accompanying backend, and then being able to use the same language-expertise, libraries, utility functions and model types, that is also a big boost to productivity, especially if you won’t have a dedicated frontend dev anyways.
Realizing that also made me understand why people subject themselves to NodeJS for their backend, which has the same advantage, just with the big ecosystem in the frontend and the small ecosystem in the backend.
Game dev? Just force Rust into it, despite being quite mediocre for the job, there’s so many engines written in Rust. ECS is the answer to everything!
“Game dev… Just force Rust into it”
What’s wrong with Rust for game dev? It seems similar to C++, and C# which are the dominant languages.
I can see arguments that the current projects have poor approaches, but not that the language itself is ill-suited.
Rust has constant by default, which many don’t like in gamedev circles. Yes, compilers don’t care and optimize - at the highest optimization setting, otherwise it’s marginally slower, and each constant use will just add up.
Other Functional Programming features of Rust makes writing transform functions quite good, until you need to get the results of those functions to be displayed.
Some of the system-level allocation is quite hard with Rust, if not impossible.
The borrow checker is hard to use with games, not to mention it has a big impact on performance.
Object-Oriented Programming is possible through macros, but sometimes you need OOP instead of Entity Component System for more system-level stuff. Sure, ECS is really nice for game systems, but Bevy (an engine written in Rust) uses it for everything.