I am not sure if a slow pace is as beneficial as you say. I scrolled through the error handling issue brought up in this comment section ( https://github.com/ziglang/zig/issues/2647#issuecomment-2670... ) and its clear that only thing that happened there was communication on the issue was hindered. I come from C++ side and our "ISO C++ committee" language development process leaves a lot to be desired. Now look at error handling that they did passed in C++23 ( std::expected ). It raises some questions on how slow you can be while still appearing to be moving forward.
Disclaimer: I would like to see Zig and other new languages to become a viable alternatives to C++ in Gamedev. But I understand that it might happen way after me retiring =)
Disclaimer: I would like to see Zig and other new languages to become a viable alternatives to C++ in Gamedev. But I understand that it might happen way after me retiring =)