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  > I'd think that an ideal game dev language would be programmer time efficient, reasonably performant and designed for skilled programmers who can handle a language filled with footguns. Basically a better version of C such as a selective subset of C++ or a Golang without garbage collection.
I agree so much that I've been working on this for a whole year.

There is a sweet spot : non-GC, with pointers (but bounded), inference, basic OOP + tacking, and all the comforts of scripts. All in a good looking syntax without semi-colons.

So you can program fast and get a fast program.




For me, this is Odin-Lang, it doesn't meet all the requirements you have listed, but it's ergonomic, fast, and comes with extensive core and vendor libraries. It's all just fun and reasonable.

https://odin-lang.org/


Oh, that's quite on the mark!

Nitpicking: I'm not fond of reserving keywords like len or append.

  len(arr)
  append(arr, v)
Better is

  arr.len
  arr.append(v)
Also

  x: [dynamic]int
is quite verbose

Maybe better would be

  x: [int]   //dyn
  x: [int,2] //fixed


Seeing presence/absence of semicolons in the list of primary features makes me wary.

And it takes a lot of people to make good tooling.


I'm 100% fed up typing those damned semis all the time.. That's the very initial reason I embarked on a dialect of C. (That and strings)

They're mostly useless and a visual annoyance.




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