It's certainly why it is being used to build browsers and OSs now. Those are places were memory management problems are a huge problem. It probably doesn't make sense for every match 3 game to be made in Rust, but when errors cause massive breaches or death, it's a lot safer than C++, taking human faulability into account.
It's vastly better than it was 5 years ago. You can get an idea by going to protondb.com and looking at games. Basically, most games work out of the box with minimal to no issues. Even most new games work on release without major issues.
The biggest issue is anti-cheat and DRM. That can be a show stopped for some users, but for me it hasn't been an issue.
I think what you are missing is that any amount of slowing down by the board itself will eject the rider. The system is built on the balance between the rider and the motors. The speed of the device isn't controlled by the motors, it is controlled by the user putting their weight ahead of the unit. The unit then turns the motors to keep the system balanced. If the motors don't keep up, the user falls over. That's how the system works. The reason for these crashes is often because the motors can't keep up and it loses balance. What you are proposing intentionally making it lose balance.
The haptic feedback is telling the user to bring their weight closer to center, which slows the system down. It is fair to argue that any system that requires 100% continuous feedback from an electronic system is a poorly designed system. But your solution straight doesn't work and literally causes the problem you are proposing it solves.
Whoever it was may be a moron, but fire code is designed to protect us from morons. A moron with a flare gun should not be able to accidently murder 100 people. That's a failure on many levels.
That isn't for lack of trying on Godots part, but there are parts of making a Switch game that are incompatible with an open source engine. It is possible to have a closed source export profile that targeted the switch, but someone would have to make it, and that someone would charge money for it. Which is almost exactly what has happened.
It is interesting how free it is to build games for consoles these days. Now that everything is on pretty standard hardware, gone are the days of needing a dev kit and special knowledge of how the CPU or other hardware worked. Even the switch is standard ARM hardware, the proprietary part is the OS integration parts, not the hardware.
You know what, I take that back. Looking at what the code is doing, that feels intentional. It looks like they replaced the term slave, and I can't see a situation where you would replace the word slave with that word accidently.
That is interesting, assuming that it isn't what it appears, perhaps it is a language barrier, since Yandex is Russian, they might have just come up with a special class of triggers, and didn't realize the they were using one of the most offensive words in the English language.
That's probably too charitable of an interpretation, but I could see myself making that mistake against another language.
Valve has said, with pretty much every hardware initiative they've ever had, that their goal was to create a product line that other people will start competing with. They want to push the handheld form factor PC because they know it opens up a new group of gamers to their platform. They don't care who is making the hardware.
I think the important thing to note about Terraria is it is as much Zelda and Castlevania as it is Minecraft. That is what makes it special. A lot of the copy cats tried to do 2D Minecraft, but forgot how important the Castlevania combat was to the whole mix.
I could also see 2 controllers controlling a single thing being useful for accessibility. For people who must use parts other than just fingers to control games, being able to use two at once might help. I know a lot of people cheered at Microsoft's customizable controller for the same reason.
I imagine it will get a bump. I'd love to see more developers using Godot, more tutorials, more in the asset library. The engine itself is quite good, but it doesn't have a huge ecosystem built around it the way Unity does.
Indie game devs: Godot will be happy to have you. Not nearly as large of an ecosystem of tutorials and for pay assets, but time will fix that if people start moving over in mass. I know for my gamejam games I'll take Godot any day of the week.
An Amazon box probably works really well as a free enclosure, but I'd worry about the fire risk. The enclosure I made I put a fire detector in just to be safe, making it out of paper would make me very paranoid.
As another commenter mentioned, the 90s as peak Reaganomics, the war on drugs were destroying poor neighborhoods, and prescription drug abuse was skyrocketing. Reaganomics were robbing the middle class of what little wealth they had. The war on drugs was ensuring that poor families were being destroyed. Prescription drug over prescription as feeding families directly to the war on drugs.
That's the 90s I remember. The entire system had been broken to make as many people as possible poor, and keep them there.
It's certainly why it is being used to build browsers and OSs now. Those are places were memory management problems are a huge problem. It probably doesn't make sense for every match 3 game to be made in Rust, but when errors cause massive breaches or death, it's a lot safer than C++, taking human faulability into account.