Composition in Bevy vs. Godot
I've come quite far along in a prototype for a game I've been writing in Bevy. I've been working with Rust daily as part of my job since 2019, so the Rust language is both familiar and comfortable for me. One of the things among many that I appreciate with Bevy is how composition is so natural to the ECS-based engine.
Just for kicks, over the weekend, I tried to re-create the game using Godot. I also see why people like it. The ability to see how the assets look in an environment before running th game can be addictive. One of the things I tried to do was to achieve composition to a reasonable level of composition.
In Bevy, I'm able to build individual plugins that deal with the player, lighting, terrain, ammunition, etc. Each one of these plugins is in a separate crate of its own. As I make more games, I'll have accumulated an ever-increasing library of plugins that I can compose to make most of my next game simply by loading the ones I need into the game.
I tried to do that with Godot, even going as far as watching several tutorials on Godot composition. But so far, while I can get some level of composition and reusability, I get the sense that re-using these pieces in other games would still need me to rework it so it can fit into whatever new node structure it sits in.
Can anyone tell me where I went wrong?