On representing game worlds in Rust using Entity-Component-System, modelling state, and avoiding self-borrowing: https://kyren.github.io/2018/09/14/rustconf-talk.html
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I'm always hesitant when I see digital services funded by a single one-off payment. Running a service requires ongoing funding.
You sometimes see this with games that have a multiplayer component. People buy the game, but the multiplayer servers won't last forever.
It's interesting to see the "why not Rust?" discussions around the TypeScript news that they're using Go. It shows that Rust has reached a level of maturity that it's a default for some users.
Go does seem to be in a sweet spot for AOT languages with GC though.
TIL Rust has an ambiguity `if Foo {}` -- is `Foo` a value of type bool, or a struct?
Rust solves this by defining a grammar production 'any expression except struct literals' and using it in this position. https://rust-lang.github.io/rfcs/0092-struct-grammar.html