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eftychis | 10 months ago
First: I have experience with Bevy and other game engine frameworks; including Unreal. And I consider myself a seasoned Rust, C etc developer.
I could sympathize with what was stated by the author.
I think the issue here is (mainly) Bevy. It is just not even close to the standard yet (if ever). It is hard for any generic game engine to compete with Unity/GoDot. Nevermind, the de facto standard of Unreal.
But if you are a C# developer and using Unity already, and not C++ in Unreal, going to a bloated framework that is missing features that is Bevy makes little sense. [And here is also the minor issue, that if you are a C# developer, honestly you don't care about low level code, or not having a garbage collector.]
Now if you are a C++ developer and use Unreal, they only point to move to Rust (which I would argue for the usual reasons) is if Unreal supports Rust. Otherwise, there is nothing that even compares to Unreal. (That is not custom made game engine.)
the__alchemist|10 months ago
hu3|10 months ago
From my experience one has to take Rust discussions with a grain of salt because often shortcomings and disclosures are handwaved and/or ommited.
JeremyBarbosa|10 months ago
https://old.reddit.com/r/rust_gamedev/comments/13wteyb/is_be...
I wonder how something simpler in the rust world like macroquad[0] would have worked out for them (superpowers from Unity's maturity aside).
[0] https://macroquad.rs/
yyyk|10 months ago
You can go low level in C#**, just like Rust can avoid the borrow checker. It's just not a good tradeoff for most code in most games.
** value types/unsafe/pointers/stackalloc etc.
neonsunset|10 months ago
Note that going more hands-on with these is not the same as violating memory safety - C# even has ref and byreflike struct lifetime analysis specifically to ensure this not an issue (https://em-tg.github.io/csborrow/).
ecshafer|10 months ago
eftychis|10 months ago
unknown|10 months ago
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