QuoteIndirection only solves some problems, and always at the cost of dev ergonomics
I don't really get what Indirection is, but this point can really be lumped in with the last point, to form a "Rust is slow at iterating crazy new stuff" point.
My recent experience with organizational game dev has been that I actually hate trying crazy new stuff? I don't know how else to describe this. I like creating extensible systems and then working within them, extending them in ways that fit with everything else. Rust is sounding more and more like my jam. This raises a small red flag for me:
QuoteWhat would be 3 lines of code in C# suddenly becomes 30 lines of Rust split into two places.
... but it's not tangible enough for me to really understand, and the Rust counter-argument as presented by the author is that maybe you shouldn't be trying to do this thing (see below) if it's making your code all crazy:
QuoteThe most canonical example here is something like: "while I'm iterating over this query I want to check a component on this other thing and touch a bunch of related systems" (spawn particles, play audio, etc.).
I'm tempted to stop reading, because I think this author is coming from a very different place than I am... hmm. I do value making little game prototypes in a rapid engine, and I've done it a lot over a long period of time. But where am I now? Starseed Pilgrim was not a game that involved a lot of rapid prototyping, for instance. I set up a system and worked out its problems. There was not too much prototyping. I designed some behaviours on paper, and I implemented them.