logo of the comfy engine Comfy

Why comfy and not X?

There are many other great frameworks and engines in Rust. This section goes over the most notable ones and explains how comfy differs and to an extent why it exists.


Before I started working on comfy I was using macroquad for my games. It works great, but a few things were missing, most notably RGBA16F textures, which are a feature of OpenGL 3.x, and without which HDR is not really possible. This is because macroquad targets older versions of GLES to achieve better cross-platform support. While this is great for many use cases, at the time I really wanted to play with HDR, bloom and tonemapping, which lead me down the wgpu path.

The first version of comfy actually had an API almost identical to macroquad, where I basically copy pasted function definitions and implemented most of the functionality on top of wgpu instead. Over time I realized I wanted a few more things, namely built-in z-index so that my game code wouldn't have to worry about draw order.

If you like the idea of comfy but it's not stable enough for your use case I very highly recommend giving macroquad a try. While it is not perfect it has helped me build a bunch of small games, and most importantly I had fun while making them.

Differences between comfy and macroquad🔗

Macroquad is the biggest inspiration to comfy, and as such there are many things which are similar, but there are quite a few differences.

Coordinate systems:

  • Macroquad's coordinate system is [0, 0] in top left, y-down, measured in pixels.
  • Comfy's coordinate system is [0, 0] in the center, y-up, measured in world units. Default camera has zoom set to 30, which means you can see roughly 30 world units. In a pixel-art game with 16x16 sprites, you would ideally set your camera's zoom so each sprite is 1 world unit.

Z-index built in. In macroquad, draw calls happen in the order you call them. In comfy, almost everything (excluding text and UI) accepts a z_index: i32. This means you don't need to sort the calls yourself, comfy will do it for you while still batching the draw calls as best it can.

HDR render textures: Macroquad targets GLES2/3 to support as many platforms as possible, and as such it can't support RGBA16F textures. Comfy targets desktop and WASM through WebGL 2, both of which allow f16 textures, and thus all rendering is done with HDR and tonemapped accordingly. This allows our bloom implementation to work off of HDR colors and greatly simplify working with lights, as the light intensity can go well beyond 1.

Batteries included: Comfy includes many extra things that macroquad does not, for example egui itself is part of comfy and likely will remain this way until a better alternative comes along. Macroquad and miniquad provide small flexible building blocks, while comfy aims to be a full and relatively opinionated way of making games.

There are many more subtle differences, but in principle you can think of as comfy as "macroquad with more batteries included, built on top of wgpu, with less cross platform capabilities". Note that because comfy builds on wgpu and not OpenGL we don't have the same immediate mode interactions with GL. This makes some things more difficult, e.g. render targets, changing shader uniforms, etc.

Comfy intends to support all of these features, but it will take a bit more development. Many engines (e.g. bevy and rend3) end up using render graphs in order to expose the rendering logic to users. While these are very flexible and offer high performance their APIs are anything but simple.

Since our intention is not to support AAA graphics the goal should be to find some form of middle ground, where we could achieve something similar to macroquad in terms of API simplicity, expressivity, and fun, while utilizing all of the power wgpu has to offer.

The ultimate design goal of comfy is that most of its API should be understandable from just looking at the type signatures, without needing to study documentation in depth, and without excessive footguns.


I don't have much experience with rend3 apart from digging a bit through its code, but as a 3d renderer it fills a very different niche than comfy. If you're building a 3d game and don't want to do PBR rendering, rend3 is probably something you want to consider.


Fyrox seems like it is trying to fight Unity, Godot and Unreal head on by currently being the only fully featured Rust game engine, notably also including a full 3D scene editor. Its 3D demos are very impressive in particular, and if you're looking for a fully featured 3D engine it's definitely something to consider.

That being said, comfy is unapologetically focused on simple games, and as such fills a very different niche than Fyrox.


Bevy is another contender for the "big Rust game engine" spot. In terms of its 2D features Bevy definitely wins on the size of community and overall crate support and modularity, but this is something where comfy is not even attempting to compete. comfy is designed to be opinionated, simple and pragmatic, while Bevy's goal is to be modular, extensible and build on top of its all-encompasing ECS.

Due to its modularity Bevy offers many more features through community asset crates which greatly extend it, but also has a rather distributed and unstable ecosystem.

Comfy's goal is opposite in many ways. The goal is to provide a simple, stable and pragmatic foundation. comfy is not a platform for experimenting with Rust's type system, ECS, or other abstractions. It's a toolkit designed for making small games.

The only features you'll find in comfy are those which can be immediately used, understood, and that work from day 1. If a feature is not being used in a real game it won't appear in the engine source code.


If the goal is to "actually make a game", especially in 3D, then godot-rust is very likely the winner. No rust engine can match what Godot offers, and having used godot-rust to make BITGUN over the course of a year we can say that it is very mature, stable and well maintained.

However, the main benefit (Godot) is also its greatest downside for us. We've found that code-based frameworks are much more fun to use. Many people consider GDScript to be the problematic part in Godot, but when working on BITGUN it actually helped us quite a bit, as there are many things which "only need a few lines of code" and don't really benefit from using Rust.

Especially if you're considering making a 3D game, godot-rust is probably the best option of helping you ship something.


ggez is one of those libraries that have been around for a while, but I've never really got a chance to use it. It does seem to have a bit of a history with losing maintainers, which is why I never got to use it, as both times when I was switching frameworks/engines in Rust it was unmaintained. Although in the current version it did get upgraded to a wgpu-based backend, but I can't speak to its quality. I would imagine it's a great alternative to macroquad.

There are many other frameworks/engines in Rust, but the ones above are the only ones I've had a chance to interact with in any significant way, hence why they're the ones in the comparison.