Godot is talked about on Hacker News but it's nowhere in the industry, as for C++ it's the default language for games and it will be the case for the foreseeable future.
I feel that there is a real disconnect between hacker news and people working in the industry.
Most people here don't seem to understand how different it is from your regular CRUD app compagny.
On the Switch alone, a very big chunk are all based on Unity, more than 50% as per Unity official statement.
Also although the engine is still mostly C++, they have been porting the rendering pipeline into HPC#.
They have Blueprints[1] (visual scripting) and had a scripting language. However, they have removed it since then.
1: https://docs.unrealengine.com/en-US/ProgrammingAndScripting/...
Mozilla has also published information on how they are rewriting components in Rust and integrating them into the Firefox codebase, though they were using C apis - exposing Rust to C and vice versa is relatively straight-forward.
Unless the maintainer is directly involved in godot or something (I couldn't see any evidence of this from quickly checking their profile), it looks like a community effort to me.
If there will be a transition to any other language in that space, it'll take a decade or two.
At this time we only target the VFX C++ ecosystem but I'd be surprised if people wouldn't use (and extend) this to cover a broader set of C++ libs.
Maybe you can give an example of a C++ API that you deem not "translatable to C"?
OpenCV on the other hand seems to instantiate all possible variants of cv::Mat for their Python bindings. They don't such a big space of valid and useful template parameters and IIRC the specifics are abstracted away from the algorithms working on them.
"Corrosion, formerly known as cmake-cargo, is a tool for integrating Rust into an existing CMake project. Corrosion is capable of importing executables, static libraries, and dynamic libraries from a crate."
The C ABI is the lingua franca still, you can call it from all of the above. And you can expose a C ABI for your Rust library.
For example, if I were to write a library (e.g. a physics engine) in Rust, how easy is it for game developers to incorporate it into their C++ games? Would they need to set up a separate Rust toolchain alongside their existing C++ one? It seems it would be much harder to for them to include my library compared to a competing one that’s written in C++ - especially if the competing library is available as a single header file.