Given other comment dismissing it, I'll do a quick review of that Chucklefish paper. Here's what I noticed:
1. A case study of Rust used in something performance-critical. People pushing or just assessing it like to see those.
2. They say they're all in on modern C++ but still trigger undefined behavior and crashes a lot in practice. Member's of Rust team regularly claim that happens despite C++'s safety improvements over time. In this case, it was happening in C++ but not in Rust with C++ developers using both. Far as learning complexity, they're both complex enough that C++ coders should be able to learn Rust. So, the main drawback is in both languages. Looking at complexity vs reliable iterations, Rust provided an advantage in knocking out problems that were slowing the C++ coders down sometimes by "hours" of debugging.
3. On parallelism and concurrency, their prior method was getting a single-core implementation working first that they transformed into something for multi-core. This was giving them a lot of trouble. That there's lots of ways to implement concurrency in C++ means I can't be sure if it was due to the language, what library/framework they were using, their own techniques, or some combo. Also, I'm not going to guess since I don't use C++. :) Regardless of what they were doing, the alternative approach in Rust let them get a lot of stuff right on the first try. So, it was easier for those C++ coders to do multicore in Rust than in C++. It's evidence in favor of Rust teams claim that Rust makes concurrency easier with less debugging given they were newcomers immediately getting good results. However, I don't think it's evidence of anything comparative between Rust and C++ concurrency without knowing what they were doing in C++. As in, some C++ coders might be getting better results with different methods where gap between them and Rust might be anywhere from zero to smaller than this case.
4. Finally, handling platform differences was so much easier as newcomers using Rust's tooling than it was for them as C++ veterans that they still saved time overall in Rust despite having to implement Rust support for game platforms themselves. That's strong evidence that Rust's package manager or platform tooling is excellent with some anecdotal evidence it's better than C++ at this cross-platform, use case.
So, there's a summary of what I got out of the case study for anyone that might find it useful.
EDIT: That Reddit thread has some great comments about floats, too. Problems, solutions, Rust vs C++ handling, and so on.
1. A case study of Rust used in something performance-critical. People pushing or just assessing it like to see those.
2. They say they're all in on modern C++ but still trigger undefined behavior and crashes a lot in practice. Member's of Rust team regularly claim that happens despite C++'s safety improvements over time. In this case, it was happening in C++ but not in Rust with C++ developers using both. Far as learning complexity, they're both complex enough that C++ coders should be able to learn Rust. So, the main drawback is in both languages. Looking at complexity vs reliable iterations, Rust provided an advantage in knocking out problems that were slowing the C++ coders down sometimes by "hours" of debugging.
3. On parallelism and concurrency, their prior method was getting a single-core implementation working first that they transformed into something for multi-core. This was giving them a lot of trouble. That there's lots of ways to implement concurrency in C++ means I can't be sure if it was due to the language, what library/framework they were using, their own techniques, or some combo. Also, I'm not going to guess since I don't use C++. :) Regardless of what they were doing, the alternative approach in Rust let them get a lot of stuff right on the first try. So, it was easier for those C++ coders to do multicore in Rust than in C++. It's evidence in favor of Rust teams claim that Rust makes concurrency easier with less debugging given they were newcomers immediately getting good results. However, I don't think it's evidence of anything comparative between Rust and C++ concurrency without knowing what they were doing in C++. As in, some C++ coders might be getting better results with different methods where gap between them and Rust might be anywhere from zero to smaller than this case.
4. Finally, handling platform differences was so much easier as newcomers using Rust's tooling than it was for them as C++ veterans that they still saved time overall in Rust despite having to implement Rust support for game platforms themselves. That's strong evidence that Rust's package manager or platform tooling is excellent with some anecdotal evidence it's better than C++ at this cross-platform, use case.
So, there's a summary of what I got out of the case study for anyone that might find it useful.
EDIT: That Reddit thread has some great comments about floats, too. Problems, solutions, Rust vs C++ handling, and so on.