I think Bevy will need a few more years to mature, and for tooling/ecosystem to grow around it, but the trajectory seems good.
Rust can be frustrating when iterating fast due to compile times, but I've never felt hindered by the type system. For anything more complicated than a Tetris clone, I feel like it's a net benefit when things "just work." For quickly iterating on game logic and objects, making the game data driven and/or integrating a scripting language works well.
For a game of simple to medium complexity, ECS isn't a must-have. I haven't experienced borrow checker issues with non-ECS approaches, personally. I'm under the impression the main benefits are decoupling systems and cache coherency, but could be mistaken.
Comments
I think Bevy will need a few more years to mature, and for tooling/ecosystem to grow around it, but the trajectory seems good.
Rust can be frustrating when iterating fast due to compile times, but I've never felt hindered by the type system. For anything more complicated than a Tetris clone, I feel like it's a net benefit when things "just work." For quickly iterating on game logic and objects, making the game data driven and/or integrating a scripting language works well.
For a game of simple to medium complexity, ECS isn't a must-have. I haven't experienced borrow checker issues with non-ECS approaches, personally. I'm under the impression the main benefits are decoupling systems and cache coherency, but could be mistaken.