> 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.
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.
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.