I don't know what you're trying to imply that Rust does, but I'll reiterate that Rust lifetimes don't exist at code generation time. They're not a runtime construct, they have zero influence over what code does at run time (e.g. mrustc compiler doesn't implement lifetimes, but bootstraps the whole Rust compiler just fine).
If you create `Vec<Object>` in Rust, then all objects will be allocated and laid out together as one contiguous chunk of memory, same as `malloc(sizeof(struct object) * n)` in C. You can also use `[Object; N]` or ArrayVec that's is identical to `struct object arr[N]`. It's also possible to use memory pools/arenas.
And where possible, LLVM will autovectorize operations on these too. Even if you use an iterator that in source code looks like it's operating on individual elements.
Knowing your other work I guess you mean SoA vs AoS? Rust doesn't have built-in syntax for these, but neither does C that we're talking about here.
This kind of reasoning seems like it makes sense, but actually it is false. ("Modern C++" people make the same arguments when arguing that you should use "zero-cost abstractions" all over the place). Abstractions determine how people write code, and the way they write the code determines the performance of the code.
When you conceptualize a bunch of stuff as different objects with different lifetimes, you are going to write code treating stuff as different objects with different lifetimes. That is slow.
> If you create `Vec<Object>` in Rust, then all objects will be allocated and laid out together as one contiguous chunk of memory
Sure, and that covers a small percentage of the use cases I am talking about, but not most of them.
This is not how lifetimes work at all. In fact this sounds like the sort of thing someone who has never read or written anything using lifetimes would say: even the most basic applications of lifetimes go beyond this.
Fundamentally, any particular lifetime variable (the 'a syntax) erases the distinctions between individual objects. Rust doesn't even have syntax for the lifetime of any individual object. Research in this area tends to use the term "region" rather than "lifetime" for this reason.
Lifetimes actually fit in quite nicely with the sorts of things programs do to optimize memory locality and allocations.
> Sure, and that covers a small percentage of the use cases I am talking about, but not most of them.
Fortunately the other stuff you are talking about works just fine in Rust as well.
Maybe you'd be interested to hear that Rust's borrow checker is very friendly to the ECS pattern, and works with ECS much better than with the classic OOP "Player extends Entity" approach.