That approach gives you the best of both worlds: high-performance core with high-velocity iterations for gameplay. Don't use Rust or C++ for scripting... madness lies that way.
Also supports is kind of relative,
"CHR is very new and experimental feature of the engine, it is based on wildly unsafe functionality which could result in memory corruption, subtle bugs, etc."
I also think that doc page is a little old. The feature is over 2 years old now and hot reloading is inherently "unsafe" in any compiled language. It's just letting you know that Rust's safety guarantees might go out the window if there are bugs in the code that handles hot-reloading.
Also that was only one example, there are other similar ones.
You can do very easily do quick and dirty in C++. (And shoot your foot off also..but that's a different thing)
Such code is of course crappy, but the OP wants to test if things are fun before committing to implementing them properly. Rust wants things done properly on the first try (which usually is a good thing, except throw-away prototypes).
I've worked with Bevy, and there's it's incredibly easy to write "quick and dirty" to test stuff. I guess the major "downside" you need to account for is that the type system will try to prote you from crashes. Which can be a bit of a chore since youknow it won't crash with the values you've given it. But if you're comfortable with .unwrap and the occasional unsafe while prototyping, it's honestly fine (at least within Bevy).
Alternatively, they could try "scripting" behaviour first before implementing it in Rust, although from what I understand bevy's scripting support (I don't think it's explicitly supported, but bevy is very extensible) is still very early in development
If you add a scripting language and blueprints, you're shortening the feedback cycles by using Rust less.
I like Bevy, but it seems like Rust currently is much better suited for making game engines than the games themselves. Some "RustScript" is needed.
Can you elaborate? Or did you mean dynamically dispatched?
2. Bevy's entity references are generational IDs, without static lifetime guarantees (and restrictions) of Rust's references.
They do, they're `Entity`, always.
> where you can add and remove properties at will
I don't think this is true for either `Component` or `Entity` in Bevy. You set what fields a `Component` has when writing the code, then it remains so during the runtime. There is no dynamically adding/removing fields at runtime, at least yet.
What you do tend to do in Bevy is adding/removing `Component`s to `Entity`s at runtime, is that maybe where the confusion comes in?
Yes, technically, but in how they're used - no. They're a dynamic type.
> What you do tend to do in Bevy is adding/removing `Component`s to `Entity`s at runtime
Yes, this is dynamic typing. Or, at least, one way to look at it - and what allows games to be iterated on quick.
No, they're really not. Are you talking about Archetypes or something else? Because an Entity is just a ID + a generation, that's it. Nothing more and nothing less. You don't define them as more/less, nor do you use them are more/less either.
> Yes, this is dynamic typing. Or, at least, one way to look at it - and what allows games to be iterated on quick.
I guess a `Vec<u8>` is also then dynamic typing in your mind as you can add/remove elements to the vector? Doesn't really compute for me personally, but whatever floats your boat.
The problem might just be an aversion to using quick and dirty solutions. Rust does a good job of making it feel wrong to write code that's not production ready, but there's nothing stopping you from using unsafe wherever you want.
Such unfinished code can be obviously buggy and unsafe, but in game dev it matters more to have short feedback loop to try how things feel, than to have a perfectly correct code all the time.
Rust doesn't do quick and dirty, and will complain about code quality even when game devs don't even plan to keep the code.
This is a substantially different situation from other domains like application and services development, where it's easier to plan what you're going to implement, correctness is more important, and you don't need to try out 20 different JSON parsers to see which one has the most satisfying feel.