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I class Bevy as a “non trivial” project. It's also an example of how to immediately set new Rust devs up with better system performance to reduce the problem you mention where compilation becomes a bottleneck as a project grows.

https://bevyengine.org/learn/book/getting-started/setup/

The early setup docs offer ways to improve compile speeds. Some help all Rust projects (change your linker) and others are specific to Bevy (enable dynamic linking if you're not on Windows).

Yes, it's a little jarring for an intro to game development with Rust to start with, “first, change a bunch of things so your compile speeds don't suck by default”. But I appreciated it because it helps you evaluate Bevy properly (it's as fast as it'll get from that point) and it also made my non-game Rust project workflows faster.

Bevy also sets expectations well about the initial slow-ish build (“This will take some time as you are essentially building an engine from scratch. You will only need to do a full rebuild once. Every build after this one will be fast!”).




Yeah Bevy does a fantastic job here(which given the focus on iteration time for gamedev makes sense).

With the dynamic link feature it takes about 1s to compile + link and Bevy is very much a nontrivial runtime/library that makes use of lots of Rust features.




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