• 0 Posts
  • 19 Comments
Joined 2 years ago
cake
Cake day: July 10th, 2023

help-circle





  • This was a great blog post. I love Rust and Bevy, but I can definitely see why you made the switch.

    The primary issue with your decision to use Rust/Bevy, for me, was that you were taking on the task of getting others to work in a difficult language for novice developers. I would never suggest Rust as someone’s first language, coupling that with a regularly-changing library like Bevy.

    I would love to know what the pros and cons were between Unity and Godot. If you were going to switch to C# anyway, Godot seems like the next logic choice to me, so I’m curious about what your team’s evaluation was for that engine.




  • Basically, you can generalize your trait types into their parent (super) traits for situations when functionality is specific to those supertrait objects.

    As an example, if you have a trait CanBark and it is a super trait for the trait IsDog, you can coerce your references of &dyn IsDog into a &dyn CanBark. You can then work with other trait types that share a super trait.

    trait CanBark {
        fn bark(&self);
    }
    trait IsSeal: CanBark { }
    trait IsDog: CanBark { }
    
    fn bark_as_group(barkers: &Vec<&dyn CanBark>) {
        for barker in barkers {
            barker.bark();
        }
    }
    
    let spot: &dyn IsDog = get_spot();
    let seal: &dyn IsSeal = get_seal();
    let barkers: Vec<&dyn CanBark> = Vec::new();
    barkers.push(spot);  // coerced
    barkers.push(seal);  // coerced
    bark_as_group(&barkers);
    

    At least, I hope this is possible now. If it’s purely “you can return a coerced type from a function”, that is less useful.