> Here’s one of this year’s dozen new Rust GUIs. Right. On the game engine side, there's the comment that Rust has 50 game engines and 5 games. A new GUI framework might not be what's needed. I'd like to see some of the most used ones get finished . I'm waiting for the six-month WGPU overhaul to finish to unblock the Rend3 overhaul so I can use a newer version of egui. Egui botches layout if there's a line wrap in a…
I think a bigger issue is that Rust just isn't a good language to write a game engine or a UI in. I wrote a toy game engine in Rust and quickly learned it basically sucks. The entire reason games and UIs exist is to mutate state in weird, complex, and often circular, ways. Rust's borrow checker doesn't lend itself well to this problem.
Rust will let you mutate state just like C++, but it's difficult to master in a timely way. So, when your time is better spent on the actual shaders and game logic, you have little patience to learn enough Rust to effectively use it.