Agreed with the article, but I find it funny that all of the safety oriented languages have such weird names. So we had the option between Rust, Zig and Nim?
In the case of game-engines, it really feels like making a game engine is psychologically "easier" than making a game-specific framework. When making a particular game you have to take a lot of decisions that will limit the usefulness of your "game framework" and stop it from being used in your (or other people's) future projects.
That makes it feel a bit like a lost opportunity, and you turn to abstracting everything away in the pursue of a more general game framework only to end up... making neither a game nor a game engine! Obviously, a big game company can get away with it, but for hobbyists, the situation is different.
I guess this is why Ludum Dare and game jams in general are so successful at getting people to finish a project, there's no way you are making the "abstract it away" decision when you have 48 hours to ship.
Git is another example like Rust. At the time of its creation, a lot of other distributed VC systems already existed (hg, bzr, darcs, monotone), but Linus building and backing git convinced me (and others!) that it was the future.
I’m not sure I agree here. While the other VCSs existed, git was from the start basically a much, much better VCS. Both in some of the concepts, although not very clearly, but definitely in terms of actual usability and performance.
Agreed with the article, but I find it funny that all of the safety oriented languages have such weird names. So we had the option between Rust, Zig and Nim?
In the case of game-engines, it really feels like making a game engine is psychologically "easier" than making a game-specific framework. When making a particular game you have to take a lot of decisions that will limit the usefulness of your "game framework" and stop it from being used in your (or other people's) future projects.
That makes it feel a bit like a lost opportunity, and you turn to abstracting everything away in the pursue of a more general game framework only to end up... making neither a game nor a game engine! Obviously, a big game company can get away with it, but for hobbyists, the situation is different.
I guess this is why Ludum Dare and game jams in general are so successful at getting people to finish a project, there's no way you are making the "abstract it away" decision when you have 48 hours to ship.
Git is another example like Rust. At the time of its creation, a lot of other distributed VC systems already existed (hg, bzr, darcs, monotone), but Linus building and backing git convinced me (and others!) that it was the future.
I’m not sure I agree here. While the other VCSs existed, git was from the start basically a much, much better VCS. Both in some of the concepts, although not very clearly, but definitely in terms of actual usability and performance.
As someone who built his own programming language: I confirm that nobody really takes a look unless you're backed by the big boys.