Or Rust is just an extremely difficult language to learn when all you really need are shaders and as you say, mutable state.
Rust will let you mutate state just like C++, but it's difficult to master in a timely way. So, when your time is better spent on the actual shaders and game logic, you have little patience to learn enough Rust to effectively use it.
Exactly. I wanted to code an emulator and said "why not rust". Then I met the BC and pulled hairs for 3 months. After that "honeymoon" with rust, I got to think the b.c. way and my life became just much better. No regret so far. And I even use egui which is very nice to work with.
Until I have to share a linked list between different things... But that's another story.
> Then I met the BC and pulled hairs for 3 months. After that "honeymoon" with rust, I got to think the b.c. way and my life became just much better. No regret so far.
I’m sorry but it sounds terribly like a textbook example of Stockholm syndrome.
I hope one day a language will emerge that has a borrow checker or some other equally effective memory safety measure that doesn’t make the learning curve a fucking smooth upright wall or make its users feel abused and clueless for months.
I think this will come (and already does) from the libraries. They abstract a lot of the hard-to-get-right details for you.
For the rest, I guess the BC comes out of a limitation of the language to express things correctly only. So to remove the BC one would have to build an entirely different language (maybe purely functional ?)
The problem is that you hardly arrive at the correct solution the first time, game development (in the higher game logic layers at least) is an inherently incremental and chaotic process, while Rust heavily prefers careful upfront planning and despises the sort of 'creative chaos' that makes a game work.
it sounds like rust is harder to learn then shaders which is kinda funny
while the base concepts of shaders might be easy, IMHO are far far harder to use correctly and maintainable then rust
anyway I agree that for a lot of use cases you want a ready to go game engine where most of the code you write is in some form of scripting engine on top and only the perf relevant code is in whatever native language you use
through many people today start programming without knowing C++ and I would argue rust is much easier to learn then C++ with that one small problem that C++ can give you easily an illusion of having a proper understanding of it while still missing very essential parts which can not only lead to failing but also RCE security vulnerable code
Rust will let you mutate state just like C++, but it's difficult to master in a timely way. So, when your time is better spent on the actual shaders and game logic, you have little patience to learn enough Rust to effectively use it.