tef,
@tef@mastodon.social avatar

this is going to rustle a few people's jimmies but it is a very earnest, very thoughtful post about the conflicting goals of rust and gamedev

https://loglog.games/blog/leaving-rust-gamedev/

it really echos a lot of the problems i've faced with static languages

tef,
@tef@mastodon.social avatar

"maintainability being the wrong value for indie games, as what we should strive for is iteration speed"

this in particular echoes with me, experimental programming is all about playing things out as quickly as possible

"I used a dumb language in a dumb engine and just thought about the game the whole time I was writing the code."

and yeah, that's the thing: i don't think about the code when i'm slapping together python, i'm thinking about the problem i'm solving with python

c0dec0dec0de,
@c0dec0dec0de@hachyderm.io avatar

@tef oh, oh yeah. Rust’s whole ouvre is not that at all. I mean there are cases where some refactors are easy and really safe because of the ownership model and borrow-checker, but exploratory programming is not - broadly-speaking - what I would associate with Rust.

tef,
@tef@mastodon.social avatar

honestly, writing a whole application in rust does feel a little "why don't they build the entire plane out of the black box"

glyph,
@glyph@mastodon.social avatar

@tef this is full of tough pills to swallow even without much of a horse in the Rust race. like "Generalized systems don't lead to fun gameplay" oops

tess,
@tess@mastodon.social avatar

@glyph @tef I've been struggling with expressing this for a long time, with the love that roguelikes and procedural games tend to get in the circles I run in online.

I want hand-crafted experiences. I moved away from general-purpose tabletop games to curated indie experiences a long time ago for the same reason.

(Doesn't mean I don't still like an occasional D&D slashfest, but that's precisely because it's the specific experience I want, not because "you can play any kind of story in D&D").

glyph,
@glyph@mastodon.social avatar

@tess @tef There's a strong temptation to lean in this direction when one is interested in both the technology and the experience-crafting that goes into games, because the tech is super hard already, and by the time we have something working, we desperately want to have an actual experience to play with, without doing 3-4x the work over again. So some kind of procedural generation seems almost necessary to get over that hurdle. But the sad reality is that it's a corner you can't cut.

irenes,
@irenes@mastodon.social avatar

@glyph @tess @tef yeah, absolutely

also the procgen content that we do enjoy is very heavily tailored by artists who use code as their brush, and who deeply understand those algorithms. it takes MORE time to develop well, not less.

glyph,
@glyph@mastodon.social avatar

@tess @tef This is where my limited reservoir of empathy for the "prompt engineers" out there comes from too. I understand that they want to make stuff and their stupid limited human hands and brains can't move fast enough to do it. Much like mine.

tess,
@tess@mastodon.social avatar

@glyph @tef quite the opposite; it's fine if the tech is rudimentary/jury-rigged; the game experience is what is important.

It's why there are very few really compelling tech demo games, but a lot of really great hacks of existing games and games built with very simple off-the-shelf tools.

tef,
@tef@mastodon.social avatar

@glyph a game you can do anything with is as about as fun as a blank page, alas

matt,

@tef I don't think the analogy holds. If what I've read online is accurate, the reason they don't build the whole plane out of the black box is that the material used to construct the black box is too heavy. Rust is more like a method of engineering that's kind of tedious, and energy-intensive at construction time (the long compile times), but uses lightweight material to build a robust thing.

matt,

@tef Taking the analogy further, I think interpreted or JIT-compiled languages (Python, JVM languages, .NET, etc.) are kind of like black-box material. Yet we build our whole applications out of them. Maybe that's one reason why our computers don't fly (in the figurative sense of being really fast) as we think they should. That's why, in principle, I like the idea of developing a whole application in Rust, though I haven't yet done it.

janl,
@janl@narrativ.es avatar

@tef “rustle”? 👀

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