Rust and Game Dev - Beehaw

So I’m currently looking to move my game design project(s) over to Rust because I do truly like the language (albeit being frustrated when I tried using it the last time, but I think that was because I let things get complicated without blackboxing them). However, I’m looking for a good framework or engine before diving in with OpenGL/Vulkan and getting my hands dirty with that system (which is what I was using initially). For the record, one of my games is going to be in the style of Octopath Traveler and the other I’m looking at either doing the same or doing a voxel game. Game 1 is a JRPG and Game 2 is gonna be a combo Tactics/Puzzle game. I’ve bounced back and forth a bit with both game engines in Rust but also just implementations for this project in general (Game 1, that is). I’ve moved from C to C++ to Unreal Engine to Rust back to C, then to C++ then now back to Rust again. Within Rust specifically, like I said, I did use I believe it was glium and egui to for my OpenGL calls and GUI respectively, but this time around, I’ve looked at specifically Bevy and Fyrox, but I’m not too settled on either. Fyrox seems like a lot to deal with for the projects I’m going for (which is one of the reasons I switched off of Unreal Engine), but Bevy is a little bit difficult to get a handle on with my project (Game 1). Does anyone have any advice for me on how to go about this? Thanks in advance!

Have you considered Godot? It supports a custom language called GDScript that is similar to Python and C# out of the box. There is also a community that maintains rust bindings.
Godot Engine - Free and open source 2D and 3D game engine

Godot provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.

Godot Engine
I am a big fan of Godot, but using Rust with Godot 4 through Gdextension is not in a very stable place yet, and I haven't been able to figure it out yet. Godot 3 with Rust Gdnative bindings was workable but a bit painful to set up.

I spent some time a few weeks back to figure this out, and I’ve got a bare-bones repo that uses rust through gdext to create a custom player node in rust:

https://github.com/drhaynes/godot-gdext-rust-example

Might be useful as a reference or starting point for further exploration.

GitHub - drhaynes/godot-gdext-rust-example: Simple example of using gdext rust bindings with Godot 4 to create a custom Player node in rust.

Simple example of using gdext rust bindings with Godot 4 to create a custom Player node in rust. - GitHub - drhaynes/godot-gdext-rust-example: Simple example of using gdext rust bindings with Godot...

GitHub
Thank you. I will most definitely check it out when I get the opportunity. The more examples to be found out there the better IMO.