I haven't taken the time to dig into seeing how these techniques will translate to Rust(obviously unsafe).
I've lost count of the number of times I've thought to myself "I wish C++ has this D feature." A lot of them are being added now but the interesting ones (concepts!) are still years away and some (inout functions!) are nowhere in sight.
And then there's templates, mixins, auto this, compile-time reflection, and so much more. Its far from perfect (nothing is) but constantly improving and rather productive. Of course also being a user of Clojure (and Emacs-LISP) I sometimes miss something like defmacro, which I can almost get with mixins and templates but often not as elegantly. On the other hand, I write shell scripts in D all the time and not in Clojure!
On the last AAA game I worked on we had very tight memory constraints and running about a dozen threads. Almost all of them used the minimum stack size except for the main thread. There were still a lot of stack allocations, but only for very small temporary objects and when the call stack was known to be shallow. Using megabytes for stack sizes would consume a noticeable percentage of the available memory which was direly needed elsewhere.
I've seen one game using shared_ptr and it was far from being great. There's a big overhead to it when compared to custom allocators. You can't easily optimize for cache locality with shared_ptr (as far as I know!) and working around enable_shared_from_this can be a real pain. With custom allocators you can easily optimize according to the use-cases.
Finally, templates are required to know their type at compile time, which for things like allocators is just not possible in many cases. For example, we used a bump-the-pointer allocator for a frame's temporary values which could be of any type but still needed cache locality. We also used a fixed-size allocator when avoiding memory fragmentation was more important than cache locality. Both would be impossible to do on anything but void*.