>>105940860>It is doa in game dev because it turns out games require a lot of shared stateThis is not a problem in practice. It's trivial to share state in Rust. Lifetimes even ensure that you are not causing UB by doing so.
The reason why Rust is not good for gamedev is because it heavily favors waterfall approach. It is not a flexible language that you can quickly prototype shit in, And quick prototyping and iteration is essential for gamedev.
Rust never claimed to be designed with gamedev in mind. If you want a language made for gamedev, look at Lua, Squirrel, GDScript, etc. They are very different from systems programming languages like Rust or C++.
>The biggest compiler re-written in Go because it turns out shared state and circular datastructures are useful in compilersSince when GCC has been rewritten in Go? What are you even talking about.
>something Rust can't do without jumping through a bunch of hoopsIt is easy to write shared state and circular data structures in Rust. You do that in the same way you would do in C or C++.
>The only area Rust has seemed to taken off in is in making Rest API's / crud apps and it isn't really Rust but Rust + 3rd party runtime which bastardises I don't recall any popular Rust based project related to Rest APIs. CLI tools, encoders, compression libraries, desktop software seems to be more popular.
>It's a far cry from being a C++ replacement, more like a Java/C# replacement/Typescript replacementRust is a systems programming language. It's not a replacement for a managed languages like Java/C#/Typescript.
>It seems Rust looks like it's a good idea on paper but as soon as it's used for anything remotely complex with any sort of complex state, the language is unable to make any sort headway into that area of programming.I wrote quite some programs in Rust, including a game engine and never had any problems with complex state.
What exact problems did you actually had with complex state in your program?