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i've used both in zemeroth: i migrated it from ggez to macroquad mostly because ggez at that time didn't support android and web targets. but i'd say that the main difference is tech stacks they're using: while ggez extensively reuses the existing rust gamedev ecosystem (winit, wgpu, rodio, etc), mq was written mostly on top of minimalist or its own specialized libraries (see miniquad).
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I use femtovg It's a simple vector graphics engine having all the important features you probably want from a 2D rendering engine: simple shapes, images, text
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I created and maintain some template I always when I start new projects. It uses a simplified event loop in an external crate, but you might just copy it into your own project and modify it if it's not flexible enough.
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yeah, it's a known issue and there're plans to fix it. you can upvote and follow it here: https://github.com/not-fl3/macroquad/issues/333