Rust is arguably the most influential systems programming language of the last decade. It brought the concepts of zero-cost abstractions and provable memory safety to the mainstream, demonstrating that it is possible to write high-performance code with the same level of safety one might expect from a garbage-collected language. Its influence on the design of modern programming languages, including Ribbon, cannot be overstated.

The Borrow Checker and Lifetimes

At the heart of Rust’s safety promise is its revolutionary borrow checker. It enforces a strict set of ownership rules at compile time, guaranteeing that code is free from data races and use-after-free bugs. The mechanism that makes this possible is lifetimes, a form of annotation that allows the compiler to track how long references to data are valid.

This area of academic research was a big influence on Ribbon’s own memory safety model. The goal is the same: to make implicit programmer knowledge about memory ownership an explicit, verifiable part of the program. However, we chose a different set of trade-offs to achieve this.

A Broader View of Side Effects

In Rust, the primary axis for managing side effects is the distinction between shared, immutable references (&T) and unique, mutable references (&mut T). This is an incredibly effective model for preventing data races and is a cornerstone of Rust’s concurrency story.

While this model is undeniably powerful, Ribbon takes a complementary, more granular view. We believe that mutation is just one of many side effects a program might have. Using Algebraic Effects, Ribbon’s type system can track a wide variety of effects—from memory access and I/O to logging and error handling—as distinct, typed events. This allows a platform architect to define fine-grained policies about what different parts of a program are allowed to do, which is essential for building secure, sandboxed DSLs.

Inspiration from the Ecosystem

Beyond the core language, Ribbon draws immense inspiration from the Rust ecosystem, particularly the Bevy game engine. Bevy is a stunning demonstration of the incredible power that a rich type system and advanced metaprogramming can bring to systems development.

Through its brilliant use of traits and procedural macros, Bevy provides a high-level, data-driven, and incredibly ergonomic API for game development. Its Entity Component System (ECS) is a masterpiece of type-driven design, and its reflection capabilities show that it’s possible to build dynamic, flexible tools without sacrificing the performance of a compiled language.

Bevy’s success is a profound inspiration for the Ribbon Language and its sibling project, the Ribbon Engine; proving that the ambitious goal of combining high-level ergonomics with low-level control is not only possible but is the future of building complex, interactive systems.