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I made the same little Roguelike game with Raylib in Odin, C3, and FreeBASIC over the last few weeks. [0] [1] [2]

I started on a Zig one and nope'd right on out of that after a few hours of fighting the compiler.

I'm currently working on porting a bunch of my Rust mini-games to other languages. [3]

[0] https://github.com/Syn-Nine/odin-mini-games/tree/main/2d-gam...

[1] https://github.com/Syn-Nine/c3-mini-games/tree/main/2d-games...

[2] https://github.com/Syn-Nine/freebasic-mini-games/tree/main/2...

[3] https://github.com/Syn-Nine/rust-mini-games/tree/main/2d-gam...



why were you not satisfied with rust for game programming?


I probably put down at least 100k lines of Rust and made 15 games of varying sizes from small jam games to much larger ones [0], [1].

It seems like everyone just wants to make the next big popular engine with Rust because it's "safe", and few people really want to make actual games.

I also felt like prototyping ideas was too slow because of all the frequent manual casting between types (very frequent in game code to mix lots of ints and floats, especially in procedural generation).

In the end... it just wasn't fun, and was hard to tune game-feel and mechanics because the ideation iteration loop was slow and painful.

Don't get me wrong, I love the language syntax and the concept. It's just really not enjoyable to write games in it for me...

[0] https://github.com/Syn-Nine/galaxion-trade-empire

[1] https://github.com/Syn-Nine/mirrorb




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