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Rust Is for the Engine, Not the Game
Macros are cool! But, if we're going to create another language anyways...
You can either embrace Rust's borrow checker, inheriting its safety and efficiency but losing on style and readability, or you can create systems that feel closer to something like typical UI programming. To be clear, some of these issues can be addressed with something like PhantomData generics to maintain type state before runtime, but many are built deep into the engine or would require something like 'real' reflection (or additional const facilities). For example, the plugin system has support for dynamic loading, so most techniques like const, compile-time reflection, and PhantomData marker types are difficult or impossible to implement without panicking.
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