Re:Why Rust Is the Future of Game Development
by RomeoDelta on Tuesday November 10, 2020 @02:55AM
(#25043691)
> the branch may or may not be optimized out
That's true, and while I agree that it is a concern, is there ever a way to gain both ergonomics and optimization? In other words, aren't we always leaving it up to the compiler one way or another? You mention C++'s specialization, and I suppose that is a solution, but then you are (potentially, I can't say for certain) sacrificing compile times. Although I will admit that this is probably a fair trade for certainty of optimization, and it would be nice if Rust at least offered some amount of specializing.
Oh wow, that is interesting. Yeah, that probably speaks to Rust still being a relatively new language, although I would have expected LLVM to do something about that... In any case, that's certainly no zero-cost abstraction.
That's true, and while I agree that it is a concern, is there ever a way to gain both ergonomics and optimization? In other words, aren't we always leaving it up to the compiler one way or another? You mention C++'s specialization, and I suppose that is a solution, but then you are (potentially, I can't say for certain) sacrificing compile times. Although I will admit that this is probably a fair trade for certainty of optimization, and it would be nice if Rust at least offered some amount of specializing.
> you really do have to babysit Rust to get efficient codegen. https://rust.godbolt.org/z/PjW5vo
Oh wow, that is interesting. Yeah, that probably speaks to Rust still being a relatively new language, although I would have expected LLVM to do something about that... In any case, that's certainly no zero-cost abstraction.
Thanks for the neat info!