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This is not true at all.
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A while ago I started a game project in Rust using one of the popular engines.

10GB of build artifacts for the debug target.

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You should give it a try to compile other game engines, and compare them, Unreal Engine is a fun one with the source available, take a look how big their artifacts are :)

With that said, there are plenty of small game engines out there, but couple Rust's somewhat slow compile times with the ecosystems preferences for "many crates" over "one big crate", and yeah, even medium-scale game engines like Bevy take a bunch of time and space to compile. But it is a whole game engine after all, maybe not representative of general development in the community.

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In Rust land, I enjoyed Macroquad, for simple 2D stuff. It's very much in the vein of XNA/MonoGame.
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I wouldn't say every Rust app does, but I do think it has become more normal for Rust apps to have 200-600 dependencies. However when I look at the list, they usually all make sense, unlike with NPM. There are rarely any one-line crates. Actually I haven't seen any yet (except joke ones of course).

There's no way the average C++ app uses 250 packages though. It's usually more like 5. C++ packaging is a huge pain so people tend to use them only when absolutely necessary, and you get huge libraries like Boost primarily because of the packaging difficulty.

I would say Python varies but 150 sounds high. Something more like 50-100 is typical in my experience.

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Ardour (an open-source x-platform digital audio workstation, written in C++) has on the order of 80 dependencies.
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