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Re:Why Rust Is the Future of Game Development by naikrovek on Monday November 09, 2020 @03:10PM (#25039287)
Game development problems are very often global state manipulation problems. In a given game, many things may have genuine need to be able to read and write to multiple global variables once per frame (that's usually somewhere between 30 and 240 times per second), and that is after all unnecessary global state has been removed.

Enterprise developers often look very poorly upon the solutions that game developers come up with, but game development is an entirely different realm, very far away from any enterprise software development stuff I've worked on, or even heard of. I've looked. I didn't believe this myself for a long time.

Games have very strict performance requirements that enterprise software simply does not have. Virtually no one in enterprise software cares about performance, really, and certainly not as a primary concern. Enterprise developers will often just throw more RAM or CPU at the problem until it goes away. I mean why not, that's an option that is on the table. Of course they're going to take that route sometimes. Game developers can't do this, because they're not in control of the hardware that their game is run on.

Games are often scored on how good they look, and how well they perform. Game sales are a function (at least partially) of the score/rating that the title attains, and game developers are paid out of the money that game sales provide. Concerns that do not result in an improved critical game rating are secondary. So, there is a very strong hunger there for performance which simply does not exist in other software development fields. Until enterprise software developers are paid based on the performance of the applications they write, no one who has NOT developed a game and fought performance problems along the way can ever understand.

There are games which consume nearly the entire bandwidth between CPU and RAM on a modern PC -- continuously -- and this is after many optimization passes to prune the data that is needed from RAM at any particular moment in time and make it as small as possible.

Game development is just an entirely different thing than any other kind of software development. Languages created with general purpose use in mind may achieve (and have achieved) some success in game development, but those languages will get in the way of the developer at least as often as they aid the developer. Same rule applies for general software engineering rules.

Re:Why Rust Is the Future of Game Development by bsoft16385 on Monday November 09, 2020 @03:27PM (#25039469)
The one thing I will note is that most of what you have said about performance is relevant primarily in the AAA game space (and in higher end mobile titles, which increasingly look like AAA games).

In the indie space, you see a lot more titles where performance is a secondary consideration. The concept (and the style of the visuals) is often more important than having cutting edge graphics.

There are also segments of the business that are more like enterprise software. If you look at something like League or WoW, you have titles that are continuously evolved over many many years, and getting the infrastructure right matters a lot.

Re:Why Rust Is the Future of Game Development by blub on Monday November 09, 2020 @04:04PM (#25039879)
"In the indie space, you see a lot more titles where performance is a secondary consideration"

With the added mention that the game still has to run smoothly, otherwise it's extremely annoying, no matter how great the concept.

Re:Why Rust Is the Future of Game Development by ibobev on Tuesday November 10, 2020 @01:32PM (#25049345)
But for a lot of indie games smooth running is not a significant problem, because simply their scenes are not complex enough and it is not a big deal even if they are written on some programming language which is not of the highest performance ones like C# or Java (The original version of Minecraft for example is written in Java). There are many successful indie games which are even not 3D (FTL or Darkest Dungeon for example).
Re:Why Rust Is the Future of Game Development by je42 on Tuesday November 10, 2020 @12:36AM (#25043077)
if your game is riddled with bugs... you make no money or at least less.

further, the whole point of rust is that is fast and safe.

safe doesn't imply slow.

a lot of game development is entity component systems, and there are several of those for rust - it will be a matter of time until these are good and fast enough to be used in larger and larger games.

Re:Why Rust Is the Future of Game Development by RedComet on Tuesday November 10, 2020 @02:56AM (#25043694)
Fallout 4 and the latest Modern Warfare beg to differ (with the first point).
Re:Why Rust Is the Future of Game Development by _gqhf on Tuesday November 10, 2020 @05:39AM (#25044490)
The new AC:Valhalla as well. Pretty much any new sport EA game too. Wasteland 3 has been riddled with game breaking bugs on launch and still people have been buying it like there is no tomorrow.
Re:Why Rust Is the Future of Game Development by some-guy on Monday November 09, 2020 @03:27PM (#25039472)
In enterprise, if you introduce a bug that causes a business to not function, you must fix it right away because you may receive lost business and possibly a lawsuit.

In game development, if you introduce a bug that causes a game to not function, you must fix it right away because you may receive lost business and possibly a death threat.