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Re:What's Next for WebGPU by raincole on Thursday November 21, 2024 @10:02PM (#42210760)
As far as I know, Unity doesn't support bindless either. However thousands of Unity games are released on Steam every year. So it's safe to say performance isn't the main (or major) reason why Rust gamedev isn't getting much traction.
Re:What's Next for WebGPU by Animats on Thursday November 21, 2024 @10:40PM (#42210962)
That limits Unity's scene size. See [1].

[1] https://discussions.unity.com/t/gpu-bindless-resources-suppo...

Re:What's Next for WebGPU by 0x457 on Friday November 22, 2024 @02:21PM (#42216632)
Yes, it introduces limits (duh), but doesn't change the fact that there are plenty of Unity3d games that not only sold well, but also perform well.
Re:What's Next for WebGPU by pjmlp on Sunday November 24, 2024 @09:33AM (#42228111)
The lack of traction is mostly because Rust game development, with exception of Bevy efforts, it is still pretty much on the dark ages of everything is code.

The industry has moved beyond that, with teams where programmers only have a minor role (quite important nontheless), on the whole game design, with plenty of tooling for designers and other non-programmer folks to do their tasks.

Eventually with more graphical tooling, or scripting systems, it will start to gain more steam.

Note that TinyGlade also created most of their tooling in-house, they only partially depend on Bevy.