this post was submitted on 27 Apr 2024
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Rust
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OP is talking about a different kind of skill issue than the article. The article is about skill issues in writing Rust code, while OP is about skill issues in choosing the right technology for the right task.
Not picking Rust for code that has to be prototyped quickly and iterated a lot is kinda obvious. The solution would be to use Rust for the core engine where the requirements are clear and something else (lua? Python?) for the gameplay code. Even the engine the author wants to switch to does the same with with the divide between C++ and C#.