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Re:Roto: A Compiled Scripting Language for Rust by mikepurvis on Wednesday May 21, 2025 @10:39AM (#44051959)
On the game engine side, probably not a lot until there's more ecosystem built up, but across the board you could look at the niches filled by the Java/Groovy and C/Lua pairings to get a pretty good sense of what's possible— it would be the tools stuff that would most excite me: build/CI/automation frameworks, that kind of thing.

Alternatively, look at a project like ruff— hundreds of linter rules statically implemented in native Rust [1], maybe that would make more sense if the rules could be more tersely expressed as runtime-loadable roto scripts that have access to the Python AST and a toolkit of Rust-supplied functions for manipulating and inspecting it?

[1]: https://github.com/astral-sh/ruff/tree/main/crates/ruff_lint...

Re:Roto: A Compiled Scripting Language for Rust by cess11 on Wednesday May 21, 2025 @12:31PM (#44053217)
So no clear examples?
Re:Roto: A Compiled Scripting Language for Rust by mikepurvis on Wednesday May 21, 2025 @12:37PM (#44053275)
In the Java/Groovy space, Jenkins and Gradle are the obvious ones.

I'm less familiar with the Lua world (not a gamedev), but this is an example of the kind of thing I'm imagining— a build system / task runner that's half lua and half C/C++: https://github.com/xmake-io

Having a modern on-prem replacement for Jenkins/Rundeck built in rust and exposing a roto interface rather than yaml definitions sounds like it would be great.

Re:Roto: A Compiled Scripting Language for Rust by cess11 on Thursday May 22, 2025 @02:01AM (#44059174)
So, how is Rust better than these? What does it have that these lack?
Re:Roto: A Compiled Scripting Language for Rust by airstrike on Thursday May 22, 2025 @03:16AM (#44059549)
Package management, expressiveness, community, open source code availability... a helpful compiler and goated type system.... overall sanity