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Migrating away from Rust
When I started building Architect of Ruin in December 2023 I chose to build it in the Bevy game engine. My choice was motivated by a pers...
Rust's (powerful) low-level focus didn't always lend itself to a flexible high-level scripting style needed for rapid prototyping within our specific gameplay architecture. The maturity and vast amount of stable historical data for C# and the Unity API mean that tools like Gemini consistently provide highly relevant guidance. These factors combined - the desire for a smoother workflow across experience levels, the need for a high-level abstraction for gameplay, optimizing productivity, and modding - pointed towards a re-evaluation of the project's next phase.
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