Speedrunning the "I should try Rust again" to "maybe I should try Zig instead" pipeline. Maybe I'm back to C++ in record time this cycle.
@SonnyBonds Rust just makes me tired. If I was starting from scratch I’d probably be using Zig
@sinbad @SonnyBonds I love zig. When using it it's clear that it's not finished yet, but it's still the most fun language I know of.

@finalman @sinbad For some reason whenever I've tried to do something with it I've just not managed to make myself continue. With Rust I've been incredibly frustrated but still pushed on.

I'm probably going to give Zig a go again though. Found some vector graphics lib and it's got SDL so I should be good to go.

@SonnyBonds @sinbad I am not a fan of c++, however outside of personal projects my barriers to new languages is quite high unfortunately, at least for gamedev. So it’s eco system has to have full IDE support and not just VSCode, has to have decent debugger, profiler, analysers available, and must be supported on all platforms I might ever want to ship on which includes consoles. Does any language other than c/c++ offers that currently?

@MouseByTheSea @sinbad Yeah I'm a bit the same. Although I don't really mind just VS Code or similar. I think few other languages have bespoke IDEs? C#, Java and maybe Python I guess.

Sidetrack but speaking of C#, aren't there ways of compiling that to native nowadays? Maybe that's limited.

@SonnyBonds @sinbad I’m not a fan of VS either, but something like that. Jetbrains covers c#, rust, etc, of course.

Re: c# are you thinking of brute?

My main concern with such technology, same with unity and ilcpp, is you now have to deal with multiple layers of code and bugs there in. And the converted code is never that readable and therefore not that nice to debug.

@MouseByTheSea @sinbad The thing I'm thinking about is called "Native AOT" but I don't know what restrictions there are.

@SonnyBonds @MouseByTheSea @sinbad Native AOT functions just fine in compilation terms, but requires specific “trimming” support for every library you use to not produce enormous binaries, and no library is allowed to use reflection or a few other similar namespaces.

I’d say it’s still a while off “assume it’ll work” for most non-trivial cases.

@SonnyBonds @sinbad I haven’t used native aot so I’m not aware of what platforms it can target and what restrictions it has. I assume that it is still garbage collected?
@SonnyBonds @MouseByTheSea For C/C++ JetBrains is my preference these days despite 20 years of VS. But I really enjoyed my time with Go and the VS Code tooling for that was excellent. Newer languages tend to think about more general tooling up front

@sinbad @MouseByTheSea I haven't really given CLion a chance yet but I think it's still pretty much CMake only, right? Makes it a no go for me, unfortunately.

I think VS Code is a great text editor and with clangd it works really well for C++. Hard to get the full coherent workflow for everything regarding projects, configurations etc though since it's just loosely coupled plugins with config files. Debugger is decent but I still miss VS debugging from time to time.

@SonnyBonds @sinbad I’m not a huge fan of large ides including VS and various jetbrains IDEs, but they get the job done. Outsize of basic file editing I’m not a fan of VScode for large scale projects, esp c/c++.. but maybe that is just a personal preference.

But it heavily depends on what you are writing of course, I’m taking about gamedev.

Imho VS is the only option with a decent debugger, but I’m aiming to retry the RAD debugger again soon.

@SonnyBonds @MouseByTheSea I’m on Rider which has very strong UE project support so it’s very convenient (everything is driven directly from the .uproject), on top of C++ navigation that actually works. The debugger is decent as well
@SonnyBonds @sinbad @MouseByTheSea I think you can point CLion at most build systems these days. I’m using it to build Godot, which is SCons-based, for example.
@bbbscarter @sinbad @MouseByTheSea Oh is that so? I need to check that out.