this post was submitted on 29 Apr 2025
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Programming

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[โ€“] [email protected] 14 points 3 days ago (1 children)

Not here to doubt their decision, they had good reasons to switch.

For the sake of discussion though, would it have been easier though if they had focused more on abstractions with their code architecture? I haven't done any serious projects in Rust, but those issues with low-level coding and API thrash seem like more of a code architecture problem. Like, that example of a function signature seems like they should have bundled up their paperdoll logic more into a single "PaperdollLoadout" struct and moved that into a separate game logic function separate from the view related code. It's more code to write, but that's the up-front cost of strict type checking.

Modding and learning definitely seem like a big barrier for Bevy overall though.

One decision i will question is picking Unity over Godot, though maybe they were still reeling from the learning issues on Bevy.

[โ€“] [email protected] 9 points 3 days ago

Quick google search points out this blog post for tips and tricks for prototyping stuff like game features in Rust: https://corrode.dev/blog/prototyping/

Definitely something that I'm going to try when I have to time to get back into Rust. Probably good advice for most people who are unhappy with Rust. Being attracted by Rust's unique optimization tools too early on seems like a big beginner trap.