People did this a lot when rust was not as popular but there are plenty of very good rust programmers now who understand the language and can make programs that are significantly more performance for a marginal development cost.
Script ability can also be done in rust, Notably Zed (rust ide/vscode whatevers) is written in rust, and all the plugins are compiled to WASM, sandboxed and loaded.
Go is pretty nice for server-side API but if your application share types between boundries then rust is better
> People did this a lot when rust was not as popular but there are plenty of very good rust programmers now who understand the language and can make programs that are significantly more performance for a marginal development cost.
Why isn't the game industry moving to it then? Bc it just cannot compete at volubility with C++, among other things. Yes, you can have skilled people, but the borrow checker is still there and that is an anti-change-me-fast fact of life. I think things like sending batches of info to the GPU in casted ways, alignment, etc. all go against safety naturally but this is fundamentally what needs to be done anyway when transfering data to the GPU, so adding a layer of safety for the sake of doing it to notice that your data-oriented pipeline has to suddenly change its shape would mean repeating work...
Namely, Rust is just not good at this. Rust is good if you can replicate a safe layer that is very reusable every time (when interacting with unsafe) or when you do not need unsafe at all or hardly, where you can take advantage of its safety fully.
Also, there are certain very tweaked data structures such as Boost.MultiIndex or linked lists with intrusive hooks and others that are not easy at all in Rust and they do have value in some situations. I had some of this in some telecommunication systems before.
The most obvious answer is that requires official support from the platform manufacturers.
I have no opinion regarding rust suitability as a game language, but your answer doesn't sound right.
The actual reason is much simpler. The industry is built on a handful of game engines. Those engines are extended or scripted in C++ or C#. Thus the vast, vast majority of the work force will only have experience with those languages and the entirety of game studios' tooling is built around those. The end.
This is a strong reason, but then why in other areas they consider it over C++ for greenfield but it hardly happens in games?
Someone in that industry can perhaps speak to it, but I have two cents of perspective...
I have helped a young person with gamedev interests try to learn rust (on Windows). They've learned some rust, but the graphics+Windows libraries and primitives to work with are not very good nor straightforward, even with AI assistance. Besides weakness in the gaming/rendering domain, there seemed to be some very real versioning/dependency hell that also didn't help.
It's massively easier to make progress on even just a 2D game with something like GDScript-based Godot (or Unity or...).
Indeed I got it wrong bc I translated from spanish and it seems to be a false friend. The word I meant is "malleable".
It notably doesn't have any plugins relevant in this scripting context. It only has themes/language syntax/servers, nothing about actual editing
One way is sure the native language + embedded scripting language combo but that's got the trap of impedance mismatch i.e. you spend all your time making engine not game then it overruns. But in any case having a way to iterate fast is a hidden productivity superpower, look at how many game studios have Live++ licences on their webpage;)
If you have to iterate a lot the shape of your code... no, it is not any good at this...
I don't know why you think it's only usable but this is your right.