I really want to like bevy but compile times are slow and the output binaries are huge.
I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions.
There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
Compile times are my biggest struggle, too. I'm vibecoding Bevy with parallel agents, and the bottleneck is often compiling the changes on my 7950X, not getting Codex to write them.
As far as file sizes go, I'd be really interested in how a Rust compiler that didn't monomorphize so much would perform. Right now you have to modify the source code to write polymorphic generic functions, but it doesn't strictly have to be that way (at least as far as I can see).
I wouldn't use Bevy for a web only game either, especially while it's still single threaded on WASM.
I hear Rust being slow to compile is their biggest gripe, but really - look at what you’re gaining for the slowdown!
Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?