For someone with better first hand experience, how does this compare to other Rust game engines [1] [2] [3]?
Is Bevy flexible enough to let you drop down into raw OpenGL?
I'm writing code that does a mix of point cloud rendering and traditional asset rendering (I'm new to all of this), and I'm wondering if I should adopt an engine instead of rolling everything myself with a mix of OpenGL, matrix math, and Imgui.
I'm trying to do due diligence, but I'm too new to games and 3D to know what to look for.
[1] https://github.com/amethyst/amethyst