Well depends on the programming language they use. D&D uses classes and that's a big no no for some.
I mean there is arguments against creating test for everything but that definitely isn't a good one...
There is also the angle of generated CSAM looking real adding difficulty in prosecuting real CSAM producers.
Which probably wouldn't work well. All it would do is make the game "release" when the time is up no matter what making it harder to know if you are buying a complete product or not. It's not like valve will go in and kick a game out if they don't think it's complete enough, or even be able to define that in a way that wouldn't just be arbitrary...
IIRC for a some handguns this could actually work as long as you are actively pushing. Because if the barrel moves back a bit it will be out of battery blocking it from even firing.
Memory leak
Destructor
Dynamic dispatch
Execute
I'm a gameplay programmer who have worked with Unity and Unreal and I've experiment with Rust for gamedev(though only for hobby projects) and for regular code. My conclusions so far is that Rust sucks for gameplay code, for most other things it's kinda nice.
The biggest reason is that it's much harder to write prototype code to test out an idea to see if it's feasible and feels/looks good enough. I don't want to be forced to fully plan out my code and deal with borrowing issues before I even have an idea of if this is a good path or not.
I would say though that because you are using ECS stuff it is at least plausible to do in Rust but at least for my coding/development style it still isn't a good fit.
The non polished nature of memes is better if you ask me... Makes it feel more approachable and almost begs you to do a version on your own...
No. It will be called Waterbill.
It's not just the correct amount of lines but connections between the lines are actually there, if they should be that is, if you look closely.
Say that to the library of Alexandria.
Pretty sure they meant an everyday event in the US not in Canada.