After 18 years at DICE/EA, & a lifetime of amazing games & memories, it's time for something new. I believe we are at the cusp of new types of interactive experiences & creation and we’ve formed @EmbarkStudios to go all in and explore this future! Join us https://www.theverge.com/2018/11/8/18073992/patrick-soderlund-new-studio-embark-nexon …
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Rust + Vulkan?
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Would love to get your take onhttps://users.rust-lang.org/t/my-gamedever-wishlist-for-rust/2859 …
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that is a good list & thread! plan to do a more detailed write up in a few months or so of our Rust experiences, challenges & wishes. would be great to get feedback from the community
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Consoles too?
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Bold move, let's see if it pays off!
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What about consoles then? Last time I checked rust was not able to transpile to C or something that could be compiled later on an "unknown" compiler.
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Don't know about Embark, but Chucklefish is using Rust to target consoles:https://www.reddit.com/r/rust/comments/78bowa/hey_this_is_kyren_from_chucklefish_we_make_and/ …
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Looking more at Rust is on my list somewhere. My main question is whether there is an actual feature difference to “disciplined C++”. Something a gamedev would want and never had before. (dont mean to hijack the thread)
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It's a bit higher level, and unlike "disciplined c++" it guarantees some measure of correctness statically. Plus being newer it has addressed a lot of C and C++ pain points (of course while adding some of its own).
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yeah that general view I get. I meant specifics.
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Statically proving various threading things is a very nice specific thing, as is generally not crashing as much. Tagged unions are worth the switch alone imo. Very hard to write big indirection messes because borrow, sometimes that's a pain, probably it's better most of the time.
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Also unlike "disciplined C++" it has its own compiler that doesn't accept "dogshit C++" as well, without even issuing a warning. :')
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That argument about C++ I never understood, because that same general decision making btw disciplined and “dogshit” is true for all of your life.
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It's not really anything to do with the decision making. Nobody sets out to write a mess. The problem is that c++ is too complicated for anybody to maintain the level of discipline required. And half of everybody seems to think it can be fixed with just a bit more complexity.
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e.g. I would Very Happily never look at the god awful c++ template system again. Discipline is "try not to use templates or macros too much because they're unbelievably complicated / limited", Rust is "we have an actual macro system"
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Wow, interesting! Care to talk about the motivations? I have done some experiments with rust and it seems nice, but haven't heard of any major game/engine devs using it as their primary language yet, so this is an interesting development.
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I believe Ready at Dawn are using it as their primary language going forward. I would love to know about other places doing the same :)
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Last I heard
@ChucklefishLTD is using Rust for their next game.
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