• 5 Posts
  • 53 Comments
Joined 1 year ago
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Cake day: June 27th, 2023

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  • One problem with exceptions is composability.

    You have to rely on good and up-to-date documentation or you have to dig into the source code to figure out what exceptions are possible. For a lot of third party dependencies (which constitute a huge part of modern software), both can be missing.

    Error type is a mitigation, but you are free to e.g. panic in Rust if you think the error is unrecoverable.

    A third option is to have effect types like Koka, so that all possible exceptions (or effects) can be checked at type level. A similar approach can be observed in practical (read: non-academic) languages like Zig. It remains to be seen whether this style can be adopted by the mainstream.






  • Maybe I’m missing something, but shouldn’t the benchmark be a good approximation to the real workload? I don’t see how the measurements reflect the performance difference in real life usages.

    Why would I need 100MiB/s processing as opposed to 20MiB/s processing, when I can only read maybe several lines per second?





  • It’s not that the author picked Rust for scripting. All Rust game engines (e.g. Bevy) use Rust as the scripting language.

    Compare this with Godot, which is implemented in C++, but supports GDScript and many other languages for scripting.

    Also, only supporting Rust is not considered a limitation, but a feature here. Bevy’s ECS is tied up with Rust’s trait system, therefore it’s impossible to use a different language.

    So if Rust as a system programming language should not be used for game scripting, then projects like Bevy are fundamentally flawed. The author is willing to go there, but I don’t know if many people would go that far.

    There could be a Godot-like engine written in Rust that supports easier scripting languages, but I think that space is not explored due to the fact that Godot already exists.