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A note on the ECS: This is largely due to poor understanding on my part, but I moved my computational chemistry (egui-based) GUI program (Visualizes various wav
by the__alchemist 3y ago
A note on the ECS: This is largely due to poor understanding on my part, but I moved my computational chemistry (egui-based) GUI program (Visualizes various wave function properties) from Bevy to WGPU directly, because the ECS was difficult to grok and debug. It felt like more work to reinvent wheels regarding rendering than manipulate the ECS. I had it working in Bevy, but ported. Not a canonical use case for a game engine!
It's been ~2 years, but my main reason was wanting to write plain rust, vice using a DSL.
- brink 3y agoI moved my game away from Bevy to WGPU too because I needed tighter, more efficient control of the data than ECS could provide. Though being able to query data with types is amazing and really demonstrates how powerful Rust's type system is, it's not a solution for everything, and feels more geared towards one-off arcade style video game design.