Marc Trius<p>Had a hard time falling asleep last night because I was getting anxiety thoughts about my <a href="https://hachyderm.io/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a> project. </p><p>I want real interfaces or traits static typing, and I'm not super excited about all the extra engine baggage that we won't be using. And I don't want to use C#.</p><p>But I also don't want to code all the graphics and pathfinding and editor stuff from scratch, it is so much work. And I'll still need scripting capabilities. I have a lot of coffee for those things in half finished Rust projects that I've worked on over the years, but switching now would set me back so much...</p><p>I wish <a href="https://hachyderm.io/tags/Bevy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Bevy</span></a> was like a bit more mature, with the editor and a stable API, or that I already knew enough C++ so that I could write my game logic in a GDExtension without having to learn language basics, or that the Rust Godot bindings were mature...</p><p>It's a pain to implement complex systems without proper compile time type checking, and I haven't found an up to date testing framework, so I keep having regressions and weird bugs, and now I have to do state machines in GDScript and it feels wrong.</p><p>Anyway the tradeoffs are probably worth it, and I'll be able to progressively rewrite things as a GDExtension later why my implementation stabilizes. Just gotta be patient and do one step at a time.</p>