Re: Audio Games with Rust?
I don't necessarily think you're trying to shoot it down, but I also don't think it's fair to expect a fully-baked project from a solo developer. I'm kind of in the same boat with godot-accessibility. To document it would involve me figuring lots of stuff out, like how to create polished audio and video of the game development process, which is a distraction from getting things done. It's fair to note that it doesn't sell itself well right now, but it just came out of stealth a month ago and now has a bunch of eyes on it, meaning it'll probably be refactored, meaning any huge investment on docs right now is probably not wise. So it definitely isn't ready for someone expecting to write code and not touch it for months, but that's why it's 0.2, and saying it doesn't sell itself well is like saying that an infant can't competitively run a 100-yard-dash.
I wish commands were documented in the book too, but the book itself admits that it isn't done and there's a lot more. And they just changed their transform system for the better in a way that resolves an issue I myself hit with it recently, so had they documented how transforms used to work, those docs would be outdated now.
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