Oh, I wish. There are plenty of game engines and graphics libraries for C++. We have enough of those. This is not yet true for Rust. There seem to be, but if you start to push the performance limits, problems appear.
I've been writing a client for Second Life, which, despite all the hype from NFT land, is still the best metaverse around. It's just sluggish, so I'm trying to fix that. The stack I'm using is Rust->Rend3->WGPU->Vulkan->NVidia.
Rust is doing fine. No problems at the language level. For this, I need Rust's safe concurrency; there are a lot of threads manipulating shared data. 18 months on, I only needed a debugger once, and the problem wasn't in my code.
Rend3/WGPU provides a cross platform layer. Put in meshes, materials, textures, and transforms, and have a loop endlessly calling the render function. Other threads change the scene in parallel with rendering. Rend3 handles memory allocation and scheduling. Vulkan gives you access to the GPU's memory. Managing it is someone else's problem. WGPU provides a common interface to Vulkan, DirectX, and Apple's Metal, which all do pretty much the same thing, but incompatibly. WGPU sits below most of the major game engines on Rust.
It all works, but not fast enough. There are locking bottlenecks at the Rend3 and WGPU levels which cause the render thread to be stalled when another thread is loading content. The whole point of Vulkan is that you can do both at once, but the Rend3 and WGPU levels don't quite have that working yet. The right functionality is there, but not the optimization needed for serious work.
Nobody seems to be building AAA titles in Rust. I'm pushing the scene complexity to AAA title levels[1], and I seem to be close to the first person to do that. Not where I wanted to be.
If you want to work on the lower levels, the WGPU and Rend3 projects, which are open source, need more good people.
[1] https://video.hardlimit.com/w/peBesyAgtzfRWS5FnDQQtn