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Games are one of the areas where it is a bit foggier as your rendering loop is incredibly sensitive to performance problems.

You have a ton of work to do and cannot take more than 16.7ms (60Hz) to do it in period. Heck given the recent move some have made for 144Hz monitors it leaves you with less than half the time (6.9ms).

Not to say that C++ is the only way to pull it off, just that games are a soft-real-time system which therefore have stricter requirements for performance.




Most inner loops in game code are iterating over collections, whether it be lists of actors, lists of vertices, skeletal animation data, or what have you. Rust does not incur bounds check overhead for iteration.




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