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> Zig is good at all the areas Rust is good at.

Not memory safety.

> Zig is also good at game development which Rust is not good at.

Let's see. Over just the past year in Bevy I've implemented GPU driven rendering, two-phase GPU occlusion culling, specular tints and maps, clustered decals, multi-draw, bindless textures, mixed lighting, bindless lightmaps, glXF support, skinned mesh batching, light probe clustering, visibility ranges with dithering, percentage-closer soft shadows, additive animation blending, generalized animation, animation masks, offset allocation, volumetric fog, the postprocessing infrastructure, chromatic aberration, SMAA, PBR anisotropy, skinned motion vectors, screen-space reflections, depth of field, clearcoat, filmic color grading, GPU frustum culling, alpha-to-coverage, percentage-closer filtering, animation graphs, and irradiance volumes. In addition to extremely rapid general engine progress, there have also successful titles, such as Tiny Glade.

Whether Rust can be a productive language for game development was an interesting question a few years ago. At this point the answer is fairly clear.



You cannot use yourself as an argument about the productivity of Rust, you designed this language!

Joke aside, the velocity of the Bevy Engine as a whole is indeed a testament to Rust productivity.

Last year I had two groups of students who built a multiplayer FPS and a Tower defense respectively after just one and a half days of Rust class so the learning curve is clearly not as bad as people like to tell on HN.


What are you doing all that for? Sounds like a ton of work. Like months of full time?




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