Is it practical to create a multithreaded game engine in rust?


I am currently creating a game engine to learn about rust, I have made one before in java, and I separated the render loop from the update loop (by multithreading). Is it practical to create something like this inside of rust?

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The Amethyst game engine is written in Rust, and makes very heavy use of multithreading (via the Specs ECS library). So yes, this is definitely possible :slight_smile:

In general, Rust’s support for multi-threading is pretty good, and a lot of the bugs you’d run into in other languages can be caught at compile-time via the Send and Sync traits.



Thanks for the info, I believe it will help much :smile:!!