Veloren's mainline client is built on its own engine.
Tiny Glade uses Bevy ECS, but has it's own graphics stack.
Both Bevy and Fyrox are starting to get pretty capable. They're not Godot yet, but they're getting there. Bevy and Fyrox have very different design goals, so there's something for everyone.
Bevy leans hard into ECS and has a ton of utility crates and third party libraries, such as level builders. Fyrox is not so heavily tied to ECS and tries to build everything in as a complete package. Bevy is the more mature engine, but both are viable.
Both can be easily deployed to the web as WASM bundles, so they're ideal for multi platform targeting.
Rust is shaping up to be a major game programming language. And it's already an incredible web backend / RPC / API service programming language, so you can write your game server in Rust too.
The only currently maintained generally available engines used by major studios are Unreal and Unity. Maybe you could count CryEngine, but afaik only one major developer besides Crytek themselves use it. Some indies use Godot, but that's hardly "major studios".
Also, no, the Rust tools are not there. Unreal and Unity both have entire ecosystems around them that are at least as important as the engines themselves. Plus asset stores, support staff, console support, and all manner of other stuff you want when your headcount enters the triple digits. You can download an open source fork of CryEngine (O3DE - complicated story) right now. It's free, and no one uses it, because it lacks the non-code extras.
781 games written with Godot were released on Steam last year. That's 4% of the 18,887 total games released.
The percentage is growing year on year.
As unencumbered engines become more capable, the reason to use commercial engines that extract profit decreases.
AAA studios won't use Godot yet. But eventually it'll be good enough. There are now dozens of open source implementations of some of Unreal's most advanced features, such as Nanite.
Everyone uses Blender now instead of Maya. The same thing will happen with game engines.
Because it has marginal to no benefit over existing c++ stacks, and more important would be economically detrimental because the majority of game developers doing engine coding are c++ developers.
I don't know if that's true or not but from the perspective of someone who's only looking at open source game engines Bevy looks pretty attractive.
It's looks very capable (Tiny Glade looks amazing), the code base is new and modular. The missing stuff that keeps me away right now is a built-in editor/IDE and scripting and/or node system.
So right now Godot is looking more attractive to me.
I'm also keeping an eye on O3DE but that one I think needs better hardware than I have.
I feel like there’s this assumption from Rust enthusiasts that Rust will supersede all other languages and tools. While it’s cool that these things are being done, it’s not enough to show that it will become a major game programming language. Especially due to how mature and sophisticated other tools are in comparison to the Rust tools.
Nope, there's an inner circle of beta testers but it's still effectively vaporware as far as the general public is concerned, even after a decade of development.
You were downvoted but I think youre right. So many games are made in C++, C#, Lua, GML, Haxe, even Swift, Java and Javascript if you include mobile and web games. In terms of raw number of games, Rust isn’t in the top 10 yearly.
Also to note, games industry is very conservative, it took a few decades for those languages to be adopted, and in many cases a push from platform owner was also required.
My comment didn't add much in the way of discussion, so it probably should have been downvoted. But like you said, Rust isn't making a dent so far, and it'll take much more than memory safety to convince the industry to switch to e.g. Bevy rather than the big 2.
Veloren's mainline client is built on its own engine.
Tiny Glade uses Bevy ECS, but has it's own graphics stack.
Both Bevy and Fyrox are starting to get pretty capable. They're not Godot yet, but they're getting there. Bevy and Fyrox have very different design goals, so there's something for everyone.
Bevy leans hard into ECS and has a ton of utility crates and third party libraries, such as level builders. Fyrox is not so heavily tied to ECS and tries to build everything in as a complete package. Bevy is the more mature engine, but both are viable.
Both can be easily deployed to the web as WASM bundles, so they're ideal for multi platform targeting.
Rust is shaping up to be a major game programming language. And it's already an incredible web backend / RPC / API service programming language, so you can write your game server in Rust too.