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by brendyn
569 days ago
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As a casual onlooker, reading blog posts here and there, it's evident the topic of Rusts' suitability for game development is a hot topic of discussion and research. Sometimes it feels there is a sort of existential dread coming with the thought that Rusts' design maybe simply makes it too much of a pain in the long run in attempt to force code to comply with it's required way of thinking. Do you ever find yourself wondering if its the right path to commit to for future games? |
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In Bevy in particular almost everything happens through ECS, and the ECS has a Reflection API, so you can hook it up to whatever you want, and manipulate it from any language.
I also wonder what about the rest of the game development lifecycle. Games are taking many years to develop, and not all of that is quick exploration. The more of the game starts taking shape, the more you actually need stuff to work. You need ability to refactor, polish, and extend the implementation without breaking things. You need to be fixing gameplay bugs, not wasting time on hard-to-reproduce crashes.