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Comfy, the 2D rust game engine, is now archived

87 点作者 ladyanita228 个月前

9 条评论

ndiddy8 个月前
&gt; It might not be obvious how much effort it takes to manage bugfixes in dependencies where every few weeks there&#x27;s a new breaking API change in egui&#x2F;winit&#x2F;wgpu, and while these probably seem extremely minor to those who spend all their time building an engine on top of said libraries, sinking a day or two in figuring things out and fixing stuff on every release is a gigantic waste of time in my view.<p>That&#x27;s insane. For comparison SDL does breaking API changes every ~10 years (and they implement the previous version&#x27;s API as a wrapper around the current version&#x27;s API to support legacy software). Maybe the egui&#x2F;winit&#x2F;wgpu devs just expect that every end-user will just pin their package versions for the duration of a project, but it seems like a real burden for devs of libraries like Comfy that depend on them.
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scandox8 个月前
I&#x27;m by no means a Rust fanatic, but I&#x27;ve had quite a different experience to many of the other commenters (especially around libraries etc) and I thought I ought to share it.<p>My background is as a generalist full stack developer using Node, Python and similar things. I have used C but only deployed one very small thing in production. I have managed devs using C++ but I took the view that I wasn&#x27;t up to coding C++ for production (more or less Pit of Failure vs Pit of Success thinking).<p>I started a commercial project some time ago which required one application (think data ingestion) to be high performance. I decided to try Rust and these are my observations:<p>1. I was able to learn Rust while writing a daemon&#x2F;service application which performs well and is robustly handling millions of &quot;objects&quot; per day for the last 6 months. I don&#x27;t think I would have managed this with C++ without blowing my own foot off several times.<p>2. Library support for everything I needed was excellent. I have yet to experience a breaking change since starting the work more than a year ago.<p>3. Library devs have been very responsive and chatty about problems etc...<p>4. Really enjoyed working a strongly typed and compiled language. Bugs are bugs, but I realize that I&#x27;ve had a habit of just spotting problems in production after the fact and fixing them for things that just shouldn&#x27;t happen. It&#x27;s like DB integrity once you get used to it, it makes you feel a lot better.<p>5. Syntax is ugly as all hell.<p>6. Async &#x2F; Tokio stuff makes you feel like you have no idea what&#x27;s going on.<p>I think somewhere between the &quot;Rebuild it in Rust&quot; and &quot;Rust is a horrible Deadend&quot; there is a real opportunity to have a solid language which can allow devs of my level build decent software.
daghamm8 个月前
For certain things, Rust is painfully slow with no real benefits. We are starting to learn where we should and should not use Rust. If you ask me, Rust is becoming the new Ada.<p>Update: when I wrote slow, I meant development pace, not runtime performance
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turtleyacht8 个月前
Author switched to C++ and OpenGL.<p>&gt; Comfy is now archived until further notice... After abandoning Rust for gamedev [1] ... I just don&#x27;t have the energy to constantly play catchup to the Rust ecosystem<p>[1] (April 2024) <a href="https:&#x2F;&#x2F;loglog.games&#x2F;blog&#x2F;leaving-rust-gamedev&#x2F;" rel="nofollow">https:&#x2F;&#x2F;loglog.games&#x2F;blog&#x2F;leaving-rust-gamedev&#x2F;</a>
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hresvelgr8 个月前
I have noticed a trend for Rust game development to revolve around developing engines that are &quot;high-performance,&quot; particularly with a focus on entity component systems. This is development for the sake of optimisation and premature is putting it lightly.<p>Let me say this loud and clear for anyone who dares to hear a fool: don&#x27;t even think about performance until it becomes a problem and even then you could still probably stand to ignore it. Ergonomics are infinitely more important for an engine. If you can&#x27;t develop and iterate quickly you can&#x27;t prove your ideas and make something fun. These are two things Rust is very bad at.<p>Rust is good at many things, but game development is really not one of them. C++ is still okay. If you want to try something new, Odin[1] is shaping up nicely.<p>[1] <a href="https:&#x2F;&#x2F;odin-lang.org&#x2F;" rel="nofollow">https:&#x2F;&#x2F;odin-lang.org&#x2F;</a>
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FrustratedMonky8 个月前
Isn&#x27;t the whole point of Rust is to be safely compiled to machine code, and not have built in garbage collection. So as was suggested in the article, if someone was open to using C#, then that would be the way to go. C# has all the features and safety and easier than C++. If C# is on the table as an option, then neither Rust nor C++ is also really needed.
ta9888 个月前
This was the reason I stopped using Rust for hobby projects, there was always something breaking when going back to the project after a month. A library wouldn&#x27;t compile or I had to fix things. So in the end, every time I had to spend 30min fixing things or forking libraries. Some things needed the latest stable, some the latest dev, some that version from 245 days ago. It was really a maintenance nightmare.
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wokwokwok8 个月前
While I generally agree with most of what is here (and in the linked post on not using rust for gamedev), moving to <i>C++</i> seems like it&#x27;s a incomprehensible choice to me.<p>&gt; At this point I&#x27;ve fully switched to developing games in C++, and I&#x27;m very happy with this choice.<p>Hm.<p>Well, I hope that works out for them, but if <i>iterating speed</i> and <i>quick prototypes</i> with <i>hot reloading</i> that <i>doesn&#x27;t crash</i> is what people are looking for, I don&#x27;t think anyone who hasn&#x27;t spent 20 years programming in C++ is going to find it there (or possibly, anyone at all...).<p>I feel like as a small-moderate sized team, you really <i>REALLY</i> need a compelling reason not to pick UE &#x2F; Unity &#x2F; Godot.<p>The choice of language probably is less significant than the decision to use an existing engine rather than rolling your own.<p>For all the talk about prototyping and iteration speeds, and given they have:<p>&gt; released a game on Steam in Unity, Unreal Engine 4, and Godot<p>I&#x27;m <i>astonished</i> that they haven&#x27;t prioritized &#x27;stick with one technology and ship more often&#x27; over &#x27;try new things&#x27;.
FrustratedMonky8 个月前
I might be out of the loop, is there an actual &#x27;anti-Rust&#x27; movement? or effort? even something organized and funded to push anti-Rust sentiment? Rust doesn&#x27;t have a big backer with deep pockets, like GO does.<p>This is all valuable feedback.<p>But<p>Rust is new, so libraries are still in flux. That happens with being &#x27;new&#x27;.<p>This seems more like single dev running out of time. Not a huge condemnation of Rust.
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