Comment by tetha
4 months ago
Yeh, I've been tinkering around a year with a Bevy-competitor, Amethyst until that project shut down. By now, I just don't think Rust is good for client-side or desktop game development.
In my book, Rust is good at moving runtime-risk to compile-time pain and effort. For the space of C-Code running nuclear reactors, robots and missiles, that's a good tradeoff.
For the space of making an enemy move the other direction of the player in 80% of the cases, except for that story choice, and also inverted and spawning impossible enemies a dozen times if you killed that cute enemy over yonder, and.... and the worst case is a crash of a game and a revert to a save at level start.... less so.
And these are very regular requirements in a game, tbh.
And a lot of _very_silly_physics_exploits_ are safely typed float interactions going entirely nuts, btw. Type safety doesn't help there.
> Yeh, I've been tinkering around a year with a Bevy-competitor, Amethyst until that project shut down. By now, I just don't think Rust is good for client-side or desktop game development.
I don't think your experience with Amethyst merits your conclusion of the state of gamedev in rust, especially given Amethysts own take on Bevy [1, 2].
1: https://web.archive.org/web/20220719130541mp_/https://commun...
2: https://web.archive.org/web/20240202140023/https://amethyst....