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Joined 2 years ago
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Cake day: July 14th, 2023

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  • The fact that you have such strict separation between programmers and designers leads me to believe your company hires a lot of people they don’t need to do jobs in a poor manner. I have very little respect for people who ‘design’ but can’t create.

    This is the weirdest take I’ve read in a while… Thinking designers doesn’t create anything is just so wrong… And I’m not just talking about creating designs but also creating prototypes using components and e.g. unreal blueprints… Let’s not forget about taking the time to properly tweak values and all that…

    I’m not going to share what games I’ve worked on as I like to have at least a faint divide between my online persona and real life one.


  • As a gameplay programmer I fully disagree. Just the ability to quickly ask a designer near you for clarifications or to if modifying the design slightly to save on time is worth soo much.

    Asking over slack just isn’t the same as it adds more friction, takes longer, and makes it easier for misunderstandings to sneak in.

    To be fair though it can be worth sometimes working from home to give you less distractions if you need some full focus time… And other jobs in the industry does gain a lot more from being fully remote…






  • Not really. Unsafe doesn’t allow you to sidestep the borrow checker in a decent way. And even if you do it the Rust compiler assumes non aliasing and breaking that will give you loads of unexpected problems that you wouldn’t get in a language that assumes aliasing…

    Testing something that only has side effects to the local scope is probably not too hard but that isn’t the most common case for gameplay code in my experience…

    Going through another language basically has the same issues as unsafe except it’s worse in most ways as you’d need to keep up to date bindings all the time plus just the general hassle of doing it for something that could have been a 10 min prototype with most other setups…

    Now sure it’s possible that I would have better result after doing even more rust, especially with some feedback from someone who really knows it but that doesn’t really change anything in just general advice to people who is already working on something in C++ as they likely won’t have that kind of support either.


  • I’m a gameplay programmer who have worked with Unity and Unreal and I’ve experiment with Rust for gamedev(though only for hobby projects) and for regular code. My conclusions so far is that Rust sucks for gameplay code, for most other things it’s kinda nice.

    The biggest reason is that it’s much harder to write prototype code to test out an idea to see if it’s feasible and feels/looks good enough. I don’t want to be forced to fully plan out my code and deal with borrowing issues before I even have an idea of if this is a good path or not.

    I would say though that because you are using ECS stuff it is at least plausible to do in Rust but at least for my coding/development style it still isn’t a good fit.