My worry with Godot-rust is keeping up with Godot updates.
It seems to take them some time, which suggests that gdext and friends are quite complex.
I just don’t know if I want to pull in that complexity, yknow?
I’m waiting for bevy’s editor before I go too far into rust land for my games.
For why Rust vs. C++, Rust is often able to handle embedded invariants through the type system, while in C++ you'd need to juggle them in your head, which scales a bit poorly through time or number of people working on the project. That said one thing that doesn't match well is the Godot is very inheritance based, which is a bit of an impedance mismatch for using Rust, but I've found gdext to translate these things into composition well enough.