It's OK to have a backbone concept you're proud of and anchors your lib! If it becomes the ends rather than the means, it's worth re-evaluating.
It's OK to have a backbone concept you're proud of and anchors your lib! If it becomes the ends rather than the means, it's worth re-evaluating.
Bevy has the best developer experience of any game framework I've ever tried (I have worked with mainstream engines - which warmed up to ECS over time - and engines that started with ECS like ECSY and playcanvas) but it's too low level for most studios.
I get your point about actix and actors but I think the difference there was that the author wanted to build Elixir in Rust, while the community wanted an Express (from node.js). The vast majority of web services I see don't need an explicit actor model.
ECS instead has a significant impact on developer experience, so I appreciate their focus on data structures.
I'd love to avoid this in my personal projects. Programming paradigms are useful within their bounds, but at some point UX has to take the front seat.
Before software can be reusable it first has to be usable. There is a good reason why every existing popular engine was purpose built for a game in its infancy.