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Is rust good for game dev?
Why (not)?
>>
>>107505778
No. Fighting with the borrow checker is not conducive to releasing slop on a tight schedule.
>>
>>107505912
you sound passive agressive.

the actual reason why rust sucks
is just that its a dogshit language
nobody fucking wants it
>>
>>107505778
rust is good for everything!
>>
>>107506672
sure
its just that nobody wants to use it because theyre transphobic bigots
>>
>>107505778
Commercial gamedev works on tight deadlines. Fucking around with a low level language doesn't sound like a good fit for that
>>
No, but not because of any petty cope, the real reason is obvious, ECS doesn't work in the real world, and well, uh, dyn Traits are just a shitty version of OOP and nobody has time to tinker with that slop.
>>
>>107505778
>is java good for game dev
or you can just write C or C++
>>
>>107507467
>java
billions in sales
>c++
freetardware and I will keep deadnaming its true title: minetest
>>
>>107505778
As good as any other (comparatively) low level language is, IMO. Slower dev time at first though.

https://bevy.org/

If ECS isn't your thing, fyrox is sort of like a rust based godot:
https://fyrox.rs/

You can even use rust in godot:
https://godot-rust.github.io/
https://godot-rust.github.io/book/ecosystem/


I've played with rust for engine dev on and off for a year or two now. It's totally doable but the borrow checker and lifetimes definitely add some development complexity that doesn't exist in other languages. Once you get past the initial learning curve it's not too difficult. I think ultimately it's more about what you're more comfortable with and the tradeoffs associated with it as opposed to one language being "better" than the other. I find the tooling and syntax for ust to be very cozy, so I like to use it. I don't really see rust and C/C++ as being diametrically opposed, just ignore the weird tranny community and the anti-rust reactionaries and you'll be fine.
>>
>>107508908
>I spent 2 years in Rust and haven't made a game.
/thread
>>
do not use rust for gamedev you will sink hundreds of hours and have nothing to show for it except for maybe getting 50 upvotes for your 10s gameplay clip on some rust related subreddit (ie from other "game" developers) instead of downloading godot+blender and making something you are proud to show actual gamers

https://loglog.games/blog/leaving-rust-gamedev/
>>
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Arc Raiders was likely written mostly in Rust judging by the studio's Github https://github.com/embarkstudios
Tiny Glade is more of a tech demo but was also written in Rust.
There's some Minecraft clients and clones written in Rust.
>>
>>107509007
>on and off for a year or two
Reading comprehension you ESL baboon

I have a real job as a dev and a life outside of programming
>>
>>107509066
>arc raiders
it was made in UE and C++
>tiny glade
rendering frontend made completely from scratch by one of the most experienced graphics programmers in the industry (good luck to OP!)
https://youtu.be/jusWW2pPnA0
https://youtu.be/MyTOGHqyquU
>minecraft clones
lol
>>
>>107505778
>Is rust good?
No.
>>
>>107509090
So does every single indie gamedev who actually published his game.
>>
>>107506680
I'm transphobic and i find it pretty comfy ngl
>>
>>107505778
Yeah, it actually is. You can accomplish some impressive stuff that you don't do in other languages. People saying its not just think it's too hard.
>>
>>107509090
I'm whiter than you thoughbeit
>>
>>107505944
> nobody
> over 1k posts with high turnover
pick one
>>
>>107510265
41% attrition rate before they even get to the job at hand
>>
>>107510450
nice forced meme
troons are not even 1% of rust devs.
also, btw it's not 41% but 50%+ something now get your statistics updated lol
>>
>>107510541
say the line, barterina, "I will never..."
>>
>>107509066
>UE slop
>>
>>107505778
No
GameMaker 8 is better
(the gold standard for 2D games)
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>>107505778
ASM (if you wanna be a rollercoaster tycoon chad game dev), C, C# and C++ only you need to be a game dev
>>
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>>107505778
programming is one of the smallest parts of gamedev (except documentation lol)
you'll spend MUCH more time on almost everything else

that said, the ecosystem is important (what kind of libraries are developed for your language/framework)
>>
>>107515903
Maybe that's true for your generic non-game but any innovative game worth playing will be pretty much 80% programming.
>>
>>107515952
>innovative game

and how many of those are there?
exception proves the rule

you'll spend more time on worldbuilding, looking for/creating nice meshes and textures for your game, story, dialogues, skill design, mapmaking, translation..

unless you're doing something VERY complex it's still not 80%, not even close - unless, of course, you program all your graphics instead of using premade resources, like they did in the scene and tech demo age
>>
>>107515986
Right, I forgot, you can absolutely build a game as a nocoder, but it will run like crap and 99% of interaction with players you will have is complaints that your game runs like crap, enjoy.
>>
>>107516035
that's not it
with modern tools (and I don't mean UE or Unity), it takes less time to program movement and interaction with the world compared to actually creating the world itself
>>
>>107505778
Gamedev is constantly messing with data structures, access patterns, and action logic. In Rust you have to codify the safeties in the type system and think it through properly before implementing, so the rewrite cost in Rust is too high.
Rust is a systems programming language, not a general-purpose language.
>>
>>107516123
even as a systems programming language rust is dogshit
the other day some anon tried to use it as such and turns out it liacks critical features
something along the lines of flushing buffers, didnt pay too much attention to the discussion

rust is wholesale trash
complete fucking garbage

>>107510265
>c++
>392 k

the cope is off the charts
>>
>>107516166
>didnt pay too much attention to the discussion
>wants me to take his take seriously
cnile brainrot
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>>107516188
was i talking to you?
>>
>>107516094
This couldn't be further from truth. Devs who use engines instead of writing their own code, always abuse existing things in weird ways to get stuff done and that alone is harder than just writing your own proper code.
>>
>>107516335
I'm speaking from experience

I'm spending more time fiddling with software like Gaea, Blender or Material Maker, trying to get stuff to look just right
in comparison, prototyping new functionality is usually fast for me (I do have 2 decades of programming experience, though, so it comes naturally, I guess..). I agree it must be much harder for junior devs who are still learning

also, there's a middle ground between "my code" and "engine", there are libraries out there in the wild that will do stuff for you, like mesh generation, pathfinding etc.

one more thing, try to write your own "proper code" even for simple stuff like particle emitters, not even talking about mesh loading and animations, you'd have to do REALLY good to do it better than people maintaining existing engines/libs
>>
>>107516421
link to last 5 games you made or shut the fuck up faggot
>>
>>107516166
>something along the lines of flushing buffers, didnt pay too much attention to the discussion

average Rust hater
>>
>>107505778
maybe
https://store.steampowered.com/app/2286390/Tunnet/
https://store.steampowered.com/app/2198150/Tiny_Glade/
https://store.steampowered.com/app/3615720/Exofactory/
>>
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>>107516771
average rust "game"
>>
>>107505778
Somewhere I read that is bad for quick prototyping, which is probably somehting you want to do in game dev to test ideas. Having to be correct when you need speed, is up to you
>>
>>107516759
>rust prevents you from accomplishing your goal
>you must be a rust hater
no, but you sure are mentally retarded like the average rust user
>>
>>107516863
There's no point arguing with rust users
>LLVM
>cuck license
simple as.
>>
>>107516886
its not exactly a good faith argumentation
im showing crabs just how fucking retarded they are through the intermediary of tech discussion.
because i have a sadistic streak.
>>
>>107516899
It is, both C and C++ let me choose between which compiler I want, rustc cannot even be bootstrapped.
I repeat, rustc is such a bad compiler and rust programmers are so bad at writing compilers, that rustc is unbootstrappable and doesn't work without LLVM.
>>
>>107516925
>It is
yeah, sure, on the surface, it indeed is a """good faith""" argumentation
but on my end, it is everything, but.
i do advance argumentation and such
and my argumentation is sound, and relatively polite

but i dont do that to actually convince them.
i mean, if i convince them, or the bystanders, the better
but the main goal is just to steamroll their angry retard noises with unstoppable logos
bc theyre impolite. and i have a sadistic streak
>>
>>107505778
Not really. It's a language that forces you to commit to ideas and makes it a pain to change things, which is bad in any sort of application that operates upon iteration like game dev or scientific programming.

>>107516827
https://loglog.games/blog/leaving-rust-gamedev/

This blog entry
>>
>>107517263
>which is bad in any sort of application
you could have stopped there
iteration is a fundamental aspect of ALL design
>>
>>107517311
um chuddie waterfall method won actually
>>
>>107517541
>unwraps
no fanks, ill stick to the non retarded way of doing things
>>
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>>107517549
.unwrap() will never be funny because Rust panics are no different from C++ exceptions - are strictly banned in all high reliability codebases like Google.
>>
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>>107517608
>unwraps all over your face
it will never not be funny bc of all the ways you can play on the word "unwrap"
also i was alluding to ci/cd and whatnot
in other words: mental retardation enforced by the marketing division
>>
>>107516166
>something along the lines of flushing buffers, didnt pay too much attention to the discussion
Ctrannies don't flush buffers, they overflow them.
>>
>>107519390
better overflow toilet you have than flush one you never did, poojesh
>>
>>107505778
Rust is very bad for code exploration and iteration, which is very needed for games. You can't just plan 100% of a game ahead. New features might break old features, platforms might change, etc.

You might think "Oh, well, I want to know when things break, and that's rust main strength".

Even if we assumed that's true (it isn't, rust is only safe at a memory level, not at a logic one), you can't be rewriting large swaths of code while you are experimenting, you need to try differenting things fast and only polish when you commit to an idea.


There are other problems, with rust, but those are minor. The real problem is that rust people secretly think "there's a way" to code. And they align with the same camp that obsesses over masturbatory type theory, which just happens to be "not the way" for games. Things that are rarely helpful for games in which people just hardcode magic numbers and are meant to not give a damn.
>>
>>107520320
The main thing games need to optimize for isn't performance, scalability, working in teams, etc. You might see these values echoed everywhere in slop producing houses. The real thing you need, is to optimize for throwawaybility. You need to be able to throw away your code, kill your ego, be able to change things and not get married with how good your farts smell. And this is categorically impossible when you are writing rust.
>>
just use Game Maker 8 you mentally deficient noobs, ywn reskin bouncy ball tutorial let alone finish an original game



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