Something I wonder about in this domain is if this is the fault of the language.
Something I wonder about in this domain is if this is the fault of the language. Game development is usually in C++ or C#. With C++, bugs are a nightmare to find. C# less so, but there are still memory leaks possible. I've been writing Rust for a few years now and it has been absolutely phenomenal. I get the performance of C++ and the only thing I think about when developing is the logic itself. There aren't any mature game engines that use Rust (Bevy is rapidly improving, but it's no Unreal/Unity) - though you can compile Rust to a dll so it can be consumed by Unreal/Unity. Due to the language constraints of Rust, I have found that LLMs need to work _way_ less to figure out bugs and render out code. The compiler gives very specific error messages and if it compiles, it works.
Posted by apatheticonion on Jun 19, 2026, 12:48 AM
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- That isn't really relevant for the tool starting the container.
- Why is there no link to the source?
- Namespace pollution is an annoying problem in Rust.
- Currently, no language ports of Timefold Solver are planned.
- I agree with you, almost all .NET code I write is within the .NET framework, yet when I look at C# repos, it's disheartening to see so ma...
- Why is there no simple workaround for this?
Raise real-world problems, find people facing the same issue, and discuss solutions.2,000 issues0 comments
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That isn't really relevant for the tool starting the container.
NewWhy is there no link to the source?
Something I wonder about in this domain is if this is the fault of the language.
Namespace pollution is an annoying problem in Rust.
Currently, no language ports of Timefold Solver are planned.
I agree with you, almost all .NET code I write is within the .NET framework, yet when I look at C# repos, it's disheartening to see so ma...
Why is there no simple workaround for this?
I have been using https://github.com/jacktasia/dumb-jump to quickly jump to definitions.
Something I wonder about in this domain is if this is the fault of the language.
Something I wonder about in this domain is if this is the fault of the language. Game development is usually in C++ or C#. With C++, bugs are a nightmare to find. C# less so, but there are still memory leaks possible. I've been writing Rust for a few years now and it has been absolutely phenomenal. I get the performance of C++ and the only thing I think about when developing is the logic itself. There aren't any mature game engines that use Rust (Bevy is rapidly improving, but it's no Unreal/Unity) - though you can compile Rust to a dll so it can be consumed by Unreal/Unity. Due to the language constraints of Rust, I have found that LLMs need to work _way_ less to figure out bugs and render out code. The compiler gives very specific error messages and if it compiles, it works.
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