![]() Now try to convince those people to be early adopters of a different language that nobody else is using in the industry yet.Īs other people have said, you almost never do that. Lastly, depending on the average age of your programming team (specially the leads!) you will face trouble and hostility even if you want to use some C++11 features or, God forbid, set the C++14 enabling flag in the compiler. Moreover, most tools use bits and pieces from the game engine anyway (rendering, etc) so if you have them in the same language you don't need to write bindings and such. Companies would think having to find experienced rust programmers a bigger risk. If you have your tools and game in the same language, every coder can move between game and tools as needed without issues.Ĭompanies also have a lot of problems to fill some (non-junior) programmer positions (believe it or not, sometimes they don't even receive a single application for months!). The tools team were all very comfortable C# programmers but if I had to do a minimal change to the animatiom editor I would need to look up the most basic things like strings and containers, and the tools team had to correct my code afterwards because it was not idiomatic. I was in this situation in a company whose game editor was C#. If you write your tools in Rust and have a dedicsted team of rust tool programmers, any time someone else needs to touch something in the tools code to fix a bug or make a change for the new feature they added in game they will need to start learning the very basics and they will probably write non-idiomatic code. The only niche we could consider is stand-alone tools, but there are some issues with that too.įirst, all the game programmers in the company are already experienced C++ programmers. The ones that already have an enormous codebase won't change all that code that they have accumulated over the years (in fact, each game starts just as a fork of the previous one) and the ones that purchase a licence for a commercial engine don't have any rust option comparable to Unreal and Unity. There's a few tiny-to-small game (and game-adjacent) companies building in Bevy right now, but they know that they're very much living on the bleeding edge, and usually have very unique needs that aren't well-served by the big engines.įirst of all, who is "starting their own engine nowadays" anyway? Companies either have a very big existing codebase for their internal engine or they would use a commercial one.
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