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What many that issue that kind of statements forget, is that safety is also a means to keep the game experience clean.

Exploiting buffer overflows, stack corruptions and friends is how we get to earn extra lifes, bypass hard levels, get extra ammunition and so on.




Are you saying those are good things or bad things in the context of games? As I commented elsewhere, it's not that I don't think that Rust's safety isn't important, but it's not the only worthwhile element of the language and I think it's good to recognize that its safety guarantees can eliminate many "non-safety" bugs in many programs.


I am saying they are bad things, then again game developers aren't known for worrying 1s about safety anyway, specially if that implies 1ms less, even if that isn't an issue for the game being developed.


The major benefit is simply avoiding all kind of crashes which plague many games.


That is another thing that sadly many game developers usually don't care that much, given time to market.


Which is surprising, since games are very much human faced, and those crashes is what's considered reducing the value quite a bit. So using something like Rust should be a big boon for game developers. The only issue is that some things will still remain in the unsafe area (i.e. interfacing with graphics backend and such), but at least the code that developers control can be safer.




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