Games are a bit different imo. While they're often networked they tend to not get attacked the same way as other software for a variety of reasons (though some games become so popular that it becomes worthwhile, like Minecraft). If a language set out to be "safer" (ie: improve temporal safety) but still prioritized performance, and emphasized its use case as being gaming, or explicitly for non-security-sensitive use cases, I'd be a lot more onboard with that. Jai seems to be driving towards that.
My issue with Hare is that it's presented (both on its page and in this HN thread) as being a language for general systems work.
Personally I'm a fan of C++'s unique_ptr/& as an unsafe escape hatch from Rust's single ownership or runtime refcounting overhead. It's at least as safe as Rust's unsafe pointers, and far more pleasant to use. Qt's QObject ownership system is reasonably ergonomic and QPointer is fun (though dangerous since it can turn into null unexpectedly), but Qt uses it pervasively (rather than only when safe memory management fails), relies on prose documentation to describe which pointers transfer ownership or not (resulting in memory management bugs), and QObject child destruction and nulling-out QPointers relies on runtime overhead. I haven't tried ECS or generational indexes yet, but those are popular in games, and Vale has its own ideas in this field (https://verdagon.dev/blog/generational-references).
On an aesthetic/principled level, I'd rather punt alias analysis to the programmer (pointer/restrict or &/&mut) rather than compiler complexity/magic (TBAA and provenance checking). Glancing at https://harelang.org/specification/, it seems Hare lacks an equivalent of restrict/&mut, and I wonder if that prevents the compiler from ever adding support for removing redundant loads/stores through pointers.
That would certainly be nice, but the state of the art on what problems even are is far ahead in optimizing compilers than anyone else - "having a restrict keyword" doesn't solve every aliasing problem afaik, and nobody respects the performance people when they tell you undefined behavior in C is actually useful. So nobody has come up with a simple solution for a better language that solves problems like pointer provenance and yet is "faster than C".
Actually most people's ideas of how to make programs faster are complicated things like autovectorization that don't work and would make it slower.
It's not that difficult, you just need to use UnsafeCell<…> or one of its safe derivatives (each of which has some potential runtime overhead) to keep the semantics tractable.
*mut T is harder to work with, this is UB according to miri since you didn't specify `&mut x as *mut i32 as *const i32`:
let mut x = 1;
let px = &mut x as *const i32;
unsafe {
*(px as *mut i32) = 2;
}
Problem is, most APIs won't give you a &UnsafeCell<T> but rather a &mut T. Not sure if you can convert a &mut T to a &UnsafeCell<T> (you definitely can't using `as`). If you want to create multiple aliasing pointers into a non-UnsafeCell type or struct field, one approach (basically a placeholder since &raw isn't stable, https://gankra.github.io/blah/fix-rust-pointers/#offsets-and...) is: let mut x = 1;
let px = addr_of_mut!(x);
unsafe {
*px = 2;
}UnsafeCell<T> also owns T, so transforming &mut T into UnsafeCell<T> also doesn't make sense. The unsafe equivalent of references is pointers.
> UnsafeCell<T> also owns T, so transforming &mut T into UnsafeCell<T> also doesn't make sense.
I wanted to transform a &mut T into &UnsafeCell<T> (note the &) and copy the reference, to allow shared mutation scoped within the lifetime of the source &mut T. How can this be accomplished?
Box deletes the owned object when it goes out of scope without being moved (like unique_ptr in C++). So if anything, you want to go the other way: https://doc.rust-lang.org/std/boxed/struct.Box.html#method.f...
However, you can delete a *T by using <https://doc.rust-lang.org/std/alloc/trait.Allocator.html#tym...> with the Global allocator (since this is the one you're most likely using).
> I wanted to transform a &mut T into &UnsafeCell<T> (note the &) and copy the reference, to allow shared mutation scoped within the lifetime of the source &mut T. How can this be accomplished?
If you want to have two instances of one &mut T, you don't go through &UnsafeCell<T>. Instead you may cast &mut T into *mut T and then use this: <https://doc.rust-lang.org/std/primitive.pointer.html#method....>. This however will cast into any lifetime, so if you want to bind the two lifetimes together, then you need to have the lifetime of the original &mut T explicitly specified, and then you assign the result of the method I linked to a variable with explicitly specified type where you specify the lifetime annotation. Alternatively, you may write a separate function which accepts both references as arguments and binds the two lifetimes together the usual way.
I admit it's a bit unergonomic. The best way currently would be to have the data stored as UnsafeCell in the first place and then call get_mut() on it to get all the references. However, if this reference comes from outside, you're left with the little mess I outlined above.
Quite a few languages have value types now, with that you can restrict your usage to stack allocations for the critical hot loops, while low-latency GCs promise less pauses than the OS itself, which should be plenty good for even the most demanding games.
[0]: https://ebiten.org/blog/native_compiling_for_nintendo_switch...
But regarding GC, Java is unquestionably the king in that aspect, throughput-wise G1 is unbeatable and its relatively new ZGC might be of interest to use. It is the one I thought about previously, it currently promises sub-millisecond max pause times and this pause time doesn’t grow with heap size. Unfortunately Java doesn’t have value types yet, so you either write your hot loops with only primitives and allocations you make sure gets optimized by the escape-analyser, or do some manual memory management with the new Panama APIs, which are quite friendly in my opinion.
EDIT: Just read your link, while Java can be AOT-compiled with GraalVM, only the enterprise version supports some of the more exotic GC-variants (though not sure about ZGC). It should be free for personal use, but do have a look at it. Though what I wrote concern mostly running code with the JVM.
The JVM isn't the most common game dev platform, but I have been enjoying using LibGDX with Scala on jdk 17 with ZGC.
[0] https://kstefanj.github.io/2021/11/24/gc-progress-8-17.html
The main feature is its ability to safely share or move data around between actors in a way that is data-race and deadlock free. Pony doesn't use locks anyways :-)
A high level as to how it achieves this:
i. All variables have a "reference capability" - which is a description of what you can and cannot do with the variable alias (pointer) you have.
ii. The references to the data (think pointer) are passed in messages.
iii. As references are made and removed, actors send messages to the originating actor updating the count of references. When the count reaches zero, that data can be GC'd.
It's nice, because unlike some other language runtimes, it doesn't have to stop the world to work out what can and can't be GC'd. It's all done on-the-fly as it were.