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It sounds to me that it may have been better to limit performance-critical parts to Rust and write the actual game in something like Lua (embedded in Rust)? Th
by virtualritz 1y ago
It sounds to me that it may have been better to limit performance-critical parts to Rust and write the actual game in something like Lua (embedded in Rust)?
That's the approach I've been taking with a side project game for the very reason alone that the other contributors are not system programmers. I.e. a similar situation as the author had with his brother.
Rust was simply not an option -- or I would be the only one writing code. :]
And yeah, as others mentioned: Fyrox over Bevy if you have few (or one) Rust dev(s). It just seems Fyrox is not on the radar of many Rust people even. Maybe because Bevy just gets a lot more (press) coverage/enthusiasm/has more contributors?
- int_19h 1y agoBut why, when you can write performance-critical parts in low-level C# (with structs, stackalloc etc) and game logic in high-level object-oriented C#, and have seamless interop between the two with no effort at all?