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Snap! I've been developing a roguelike in zig for nearly exactly a year and my experience is very similar. I especially appreciate your mentioning the positives that come with breaking changes.

Seems like you're also a C/C++ developer so I'm curious: how have you found zig's comptime compares to templates? (Personally I've found it a refreshingly simple experience, if occasionally annoying due to pre-1.0 bugs)



For my (relatively simple) use cases, I've had a significantly better time using comptime than templates; the syntax and the quality of the error messages are a lot simpler in Zig. While I've never attempted to do anything super fancy with templates in C/C++, my gut feeling is that comptime can provide most, if not all, of functionality that templates provide. (But C/C++ template experts please chime in if this is not the case.)


Former Cpp dev here. If I never have to debug a template barf it'll be too soon. By the end of my time in C/Cpp land I'd written more C than anything, with occasional "structs with con/de-structors". Happily the next gen of systems languages fit about in that niche already!




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