For what it’s worth game devs often use C# or C++ engines which have even worse issues. Rust also has the early beginnings of hot reload which bevy adopted if I recall correctly [1]. I still think a higher level language is good for “business” logic to orchestrate how efficient low-level pieces connect, but Rust is holding its own even against those use cases IMHO.
[1] https://docs.rs/hot-lib-reloader/latest/hot_lib_reloader/
> For what it’s worth game devs often use C# or C++ engines which have even worse issues.
Such as? You can't be referring to hot reload alone because you can already do that in both C++ and C#.
Well for c++ memory safety and sharp abstractions and even worse compile times than Rust. I’m not aware of hot reload really being done in c++ at any scale but I’m not a game dev so I’m open to learning.
C# AFAIK holds a minor place in gamedev and also has slow compile times maybe? I assume it has better support for hot reload times. But generally the performance profile isn’t there for the most demanding games even if the DX is.
It's not specific to game dev but Visual Studio has hot reload for C++ that you should be able to make use of.
C# compile times are fast. Performance is a lot better than you probably think, especially with modern .NET (not what Unity uses).