Though 1.18 helped a lot, you'd have to do some major persuasion to game devs that Go's gc is the kind of thing they'd want in their game.
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EDIT: Not sure the downvote, Go is know for its (historically at least) unsuitability for RTC or game dev.
Though 1.18 helped a lot, you'd have to do some major persuasion to game devs that Go's gc is the kind of thing they'd want in their game.
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EDIT: Not sure the downvote, Go is know for its (historically at least) unsuitability for RTC or game dev.
Which is why C# has been chosen so often (it has performance not much worse than C++ (you can manually optimize to match it), zero or almost zero-cost FFI, and can also be embedded, albeit with effort).
There are also ways to directly reduce GC frequency by writing less allocation-heavy code, without having to resort to writing your own drop-in GC implementation (which is supported but I haven't seen anyone use that new API just yet aside from a few toy examples, I suppose built-in GC is good enough).
p.s.: mono seems to produce quite a bad result vs .net 6/7/8 huh, time to make a PR
If performance were such a huge concern, I don't see any valid resistance to Rust that completely lacks a GC and makes it easy to call C code other than "it's something different", "there's too much hype", or "I don't like it". Recent development tools like RustRover make is really damn easy to see whats a move value or a borrow, debug test cases, run clippy automatically, and check crates versions in Cargo.toml. Throw Copilot in there and let it generate mostly correct, repetitious code for you.