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There are plenty of passion projects that have been successful. So this is not an excuse. I've abandoned rust because I don't find it useable to me with unneeded complexity to code. Also with graphics most of the code was not safe. So believing only took me that far.





so the retort is survivor's bias? Hollow knight was a game jam game, so my 2d autorunner definitely coulda made 8m dollars, right?

>I've abandoned rust because I don't find it useable to me with unneeded complexity to code.

I don't want to be too dismissive, but if you dont care about code safety, Rust is the absolute worst language to choose for game development. Yes, it's a lot more work upfront and iterative game development wants to break things quickly to figure out a good game loop.

I want to make a game myself in Rust one day and I know for certain that my scripting will definitely not be in Rust.


Dude, it is not safe programming if you put all your code under unsafe brackets.

You can write safe code in other languages but it really requires more advanced programmers than Rust programmers will ever be - the idea of Rust is to simply taking out responsibility from all programmers and puts it on Rust developers, so how much you care about code safety - that is not what you need to think when programming in Rust.

>>>I want to make a game myself in Rust one day and I know for certain that my scripting will definitely not be in Rust.

I mean - do I need to say more?


> Dude, it is not safe programming if you put all your code under unsafe brackets.

I'd be surprised in my Rust game (custom engine) had more than 1% code in unsafe blocks. If your does have "ALL under unsafe brackets" you are doing Rust really wrong.


>it is not safe programming if you put all your code under unsafe brackets.

Put less code in unsafe brackets. I haven't seen how a proper renderer is made in Rust, but I'd be shocked if something on the scale of Bevy's still was just "Rust without rust" as a quick c++ port.

I'm sure there Wil inevitably be some low level hardware tricks that need unsafe blocks, but that's much less needed in most modern code than back in the day. And if we're being frank, those kinds of optimizations probably aren't top priority compares to, say, a proper front end scene graph to interact with.

>I mean - do I need to say more?

That every language has strengths and weaknesses? I'm all for any wisdom you wish to share. I won't pretend to be an expert in any language.

My design decision (or rather, suspicion) comes more from the fact that scripting needs different demands (rapid iteration) than the underlying foundation (rendering/physics/asset management that can create the nastiest kinds of bugs). Therss inevitable issue bridging languages, but I think overall it would give the best of both worlds.




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