I like code that's correct, fast and readable. I'd say "in that order" but that would imply one can't have all three.
As you might have noticed, I am a fan of Rust. I also write games in it:
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RecWars is a free and open source clone of RecWar, a 2D multiplayer tank shooter - 3 vehicle types, 8 weapons, 3 game modes and lots of maps. Still very WIP, but playable. Has a browser version.
RecWars originally started as a small project to evaluate Rust for gamedev before moving onto a 3D game. Well, turns out everything in Rust is still a bit immature so it's taking way longer than planned. Also kinda because I rewrote the whole thing several times as a "learning experience". But I am getting there, just one more redesign and maybe one more engine switch and everything's gonna be perfect.
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RustCycles is a fast-paced first-person multiplayer shooter. Except you're not a boring old guy walking around, you're driving a motorbike, you can't stop and you can't go in circles because you're leaving a force-field wall behind yourself. So you better come up with a plan fast before you crash. And you better think clearly under fire because other people are gonna be shooting at you. Know Tron? That, with guns.
Currently RustCycles is a very early proof of concept developed in parallel with RecWars - both games share a lot of the architecture even though they use different engines.
If you also write games, consider my library, cvars. It's a Rust implementation of how games have been storing and managing configs since Quake 1 - tested and proven to work so well that it's still used in Half-Life: Alyx.
The secret? A proc macrto to generate a simple statically typed struct with string accessors. Includes in-game consoles for Macroquad and Fyrox.