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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
After pathfinding was implemented we slowly started converting more of the codebase, wrote a behavior tree crate (don't recommend you use it, but it works and the game uses it), then we converted almost all of the ingame UI to egui (healthbars, inventory, icons, etc., basically everything but the main menu is egui now).
We're using Godot for the engine and godot-rust for the integration. The experience has been definitely okay-ish (:D), but with no problems on the Rust side. Godot's 2D definitely could use a lot of improvements and some of them are coming in 4.0 (tilemaps, lighting, and overall performance is pretty terrible (almost nothing gets batched)).
The last crate worth mentioning is probably hecs for ECS, which we don't really use as heavily as some ECS fans would assume, but it made working around some problems between GDScript and Rust easier by storing things in ECS, passing around handles and querying ECS instead. Initially we did this with a global object and lots of state (which we still use for some things), but as the number of "things" grew it became easier to put it into ECS.
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