I reviewed the language evolution of my toy engine over the past year. In 2022, I introduced Rust to the codebase, and by 2023 it accounted for over 16% of the project. I used Rust primarily for engine segments prone to memory bugs.
Did it make a difference? I'm not sure. While I didn't experience major memory management issues before, I also didn't notice significant improvement after adopting Rust. However, my coding velocity did decrease. This was partly due to my relative inexperience with Rust (having used it seriously only since 2021, primarily within the engine itself), but mostly because of design changes required to conform to Rust's paradigms. I felt I lost some flexibility to "hack" solutions.
Between the summers of 2023 and 2024, I completely removed the DirectX11 and OpenGL backends, focusing solely on DX12 and Vulkan. This involved a comprehensive rewrite and modernization of the graphics stack, primarily in C for Vulkan (with some C++).
In the summer of 2023, I also started using Zig. Its simplicity led to a significant increase in my coding velocity, and it largely replaced Rust. Now, most of the engine, along with the Vulkan backend, is implemented in C and Zig.
Initially, I expected to replace all C and C++ code with Zig and Rust, but I've seemingly found modern C++ holding better than Rust in a collision with Zig...
Ну а D это и есть смесь
Плюсов питона джавы си зига раста и эйфеля :-)
У меня и поэтому возникла идея профилей
У него именно сочетание
То что ты говоришь можно было бы трансформировать в типа более удобный конструктор рантаймов
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