- cross-posted to:
- [email protected]
- blogging
- gamedev
- cross-posted to:
- [email protected]
- blogging
- gamedev
This was a really good summary of what Rust feels like in my opinion. I’m still a beginner myself but I recognize what this article is saying very much.
The hacker news comments are as usual very good too:
It’s not that the author picked Rust for scripting. All Rust game engines (e.g. Bevy) use Rust as the scripting language.
Compare this with Godot, which is implemented in C++, but supports GDScript and many other languages for scripting.
Also, only supporting Rust is not considered a limitation, but a feature here. Bevy’s ECS is tied up with Rust’s trait system, therefore it’s impossible to use a different language.
So if Rust as a system programming language should not be used for game scripting, then projects like Bevy are fundamentally flawed. The author is willing to go there, but I don’t know if many people would go that far.
There could be a Godot-like engine written in Rust that supports easier scripting languages, but I think that space is not explored due to the fact that Godot already exists.
It’s also worth noting that before bevy, there was a rust game engine called Amethyst, which was planning on using a scripting language for gameplay code. Not having to use a scripting language, but getting to use rust instead, was one of the big selling points of Bevy overr Amethyst.
Completely agree with all those points.
The author seems to be a enthusiastic coder and made several game engines in Rust. I’m not sure why they didn’t hook up some hot-reloadable scripting to their engine, call it good, and build games. Probably less work than writing this very long article :)
Yeah I would probably not use Bevy either if the only option is to write all gameplay code in Rust. It doesn’t seem like the best tool for the job.
Bevy has added runtime-defined systems and components to enable scripting integration in recent updates.