project looks absolutely awesome! I would suggest changing the package description in Cargo.toml to something like
-description = "2D/3D Game Engine"
+description = "Fully-featured 2D/3D Game Engine with Editor, PBR, Terrain and Animation engine"
This makes the engine more present on sites like crates.io or https://arewegameyet.rs/ so people will be able to more easily find the most fully-featured, production-ready game engine written in Rust ;)
A short comparison with Bevy
I was also wondering why Bevy is currently skyrocketing while the much more usable, more complete Fyrox has just a few thousand downloads. I thought about this for a while and here are some ideas I came up with:
obviously Bevy manages to do advertising much better ;) Maybe start hanging around in reddit or stackoverflow and recommend Fyrox? Honestly I'm not a marketing guy so I have clearly no idea how to do advertising properly but this is probably the most important point why Bevy is so popular whily Fyrox is mostly unknown (which I think is unfair)
initializing Bevy is much easier
doing simple things like creating basic meshes or materials requires less code in bevy and feels more natural to an experienced Rust programmer
Bevy seems to be more modular
Bevy seems to have a more-modern renderer based on wgpu instead of OpenGL (honestly, wgpu support as well as web support in general is not important to me. I believe that serious games will always be a Desktop PC thing and will never come to the browser just for performance reasons. So imo Vulkan is the API to go for, maybe have a look at vulkano if it's still maintained or use something more lower-level?)
some APIs and workflows in bevy just feel more "Rusty" to me, while the corresponding code in Fyrox often reminds me a bit of C++ or Java code. I'm thinking about, for example, Bevys StandardMaterial vs. Fyrox' material implementation.
Bevy has a shitload of simple examples. In contrast, Fyrox has a much better book but it reads more like a reference and not like a tutorial.
The template for starting with Fyrox appears very chunky and opinionated. For example I might probably prefer having everything in a single project and launch the editor with an --editor command-line switch or something.
Bevy has faster compile times due to dynamic linking but that's an easy fix I guess?
Of course there are probably good reasons why things were done the way they are in Fyrox currently and this is absolutely fine. These were just some thoughts I came up with, maybe they are helpful to you. Of course apart from the list above there are obviously a lot of advantages that Fyrox has over Bevy, like a much better prefab system, the editor, terrain, all these good things :)
Hey there,
project looks absolutely awesome! I would suggest changing the package description in
Cargo.toml
to something likeThis makes the engine more present on sites like crates.io or https://arewegameyet.rs/ so people will be able to more easily find the most fully-featured, production-ready game engine written in Rust ;)
A short comparison with Bevy
I was also wondering why Bevy is currently skyrocketing while the much more usable, more complete Fyrox has just a few thousand downloads. I thought about this for a while and here are some ideas I came up with:
StandardMaterial
vs. Fyrox' material implementation.--editor
command-line switch or something.Of course there are probably good reasons why things were done the way they are in Fyrox currently and this is absolutely fine. These were just some thoughts I came up with, maybe they are helpful to you. Of course apart from the list above there are obviously a lot of advantages that Fyrox has over Bevy, like a much better prefab system, the editor, terrain, all these good things :)