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Joined 1 year ago
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Cake day: July 14th, 2023

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  • First, there are more than enough resources to tackle multiple issues at a time. Just because the money is the more important aspect doesn’t mean we can’t also invest in things to improve people’s quality of life.

    Second, this:

    You don’t have to build it; it will build itself once the people have money to spend.

    Is probably the most ridiculous rebuttal you could have come up with. People will bring the infrastructure with them? It will build itself? Where the hell do you think these things come from?


  • But at a more macro level, geographic access to grocery stores and clinics and colleges and bus stops and permanent homes and factories matter just as much.

    Here’s some emphasis for you. “Give them money” is a part of the solution, but it can only go so far when they lack access to places to spend that money. And no, delivery is not a real solution. It’s a very expensive bandaid.


  • That’s fair, I honestly haven’t used it in a while and forgot the real usage of unsafe code. As I said to another comment, it is a really rough language for game dev as it necessitates very different patterns from other languages. Definitely better to learn game dev itself pretty well first in something like C++, then to learn Rust separately before trying game dev in Rust.



  • The biggest reason is that it’s much harder to write prototype code to test out an idea to see if it’s feasible and feels/looks good enough. I don’t want to be forced to fully plan out my code and deal with borrowing issues before I even have an idea of if this is a good path or not.

    There are options for this with Rust. If you wanted to use pure Rust you could always use unsafe to do prototyping and then come back and refactor if you like it. Alternatively you could write bindings for C/C++ and do prototyping that way.

    Though, I will say that this process gets easier as you gain more experience with Rust memory management.