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Which part of that architecture is impossible in Rust? Actually an honest question, I'm wondering if I'm missing something.

From what I remember from my Unity days (which granted, were a long time ago), GameObjects had their own lifecycle system separate from the C# runtime and had to be created and deleted using Destroy and Create calls in the Unity API. Similarly, components and references to them had to be created and retrieved using the GetComponent calls, which internally used handles, rather than being raw GC pointers. Runtime allocation of objects frequently caused GC issues, so you were practically required to pre-allocate them in an object pool anyway.

I don't see how any of those things would be impossible or even difficult to implement in Rust. In fact, this model is almost exactly what I used to see evangelized all the time for C++ engines (using safe handles and allocator pools) in GDC presentations back then.

In my view, as someone who has not really interacted or explored Rust gamedev much, the issue is more that Bevy has been attempting to present an overtly ambitious API, as opposed to focusing on a simpler, less idealistic one, and since it is the poster child for Rust game engines, people keep tripping over those problems.




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