Bevy vs Fyrox/macroquad/ggez/etc.
I can easily get downvoted, but I must say that I don't understand all that hype about Bevy and why's so little attention is dedicated to Fyrox, macroquad, ggez, Tetra and every other game engine. A bit of background of myself - game developer with \~10 years of experience, few years of AAA game development. Used a large variety of game engines in my career - a bunch of custom ones, Unity, Unreal Engine. I was looking at Rust game development scene for quite a long time (5 years already), I started when Amethyst was a "bleeding-edge technology" in Rust game development. It was quite barebones and it seem to have died because of bureacracy in development process, when its team spent all their time in endless discussions and writing RFCs, instead of making features. The only game engine (framework is a more correct word, to be honest) that was aimed to solve real game development world tasks was macroquad and ggez. Then, at pretty much the same time Fyrox (rg3d back then) and Bevy appeared on the scene. I'll focus on these two game engines in this post, simply because they're obvious competitors. Their progress (feature-wise) was almost the same for some time (about a year), but then they went their separate ways.
Let's start from Fyrox (rg3d) - it was developed simultaneuosly with a relatively large game and constantly keep getting features for real-world game development. At some point it got the editor, and it started to look more like Unity or Godot. Its release notes delivered almost every promised feature. Now it has its own UI system, animation system, the entire editor, good docs, awesome book that help you to solve real gamedev problems etc etc etc. Keep in mind that all of this was made by a just one developer, with little to no funding (as far as I'm aware the project raised around 6000$ in \~5 years). Insane.
Now on to Bevy - at the start it promised a lot, had all buzzwords in its description and honestly it was good. But some time after it seem to have stuck at infinite polishing of their ECS system, their community started adding random non-cohesive features, a lot of bureacracy was introduced, a lot of endless discussions/RFCs/whatever. Some quite decent PRs were rejected because "we'll do our own better version, thank you" (there was a huge animation system PR that was closed, and a bunch of other stuff). Their release notes for pretty much every new version contains a lot of promises, which aren't delivered even now, after 4 (!) years of development. Just go over their release notes and see how many times they promised an editor, their own UI, \insert buzzword here\. And that looks super strange, because it have large community, crazy funding (at peak it was 21 000$ per month, it raised around 230 000$ in total), etc etc etc.
Am I really missing something in this situation? Why on earth Bevy is more popular then? By the industry standards, it is at the bottom of the list of preferrable game engines, Fyrox is there too, but a few orders of magnitude better (simply by focusing on solving real game developer problems). It is insane that one developer of Fyrox could do what \~800 contributors of Bevy can't, even with a huge pile of money. Please help me to understand what is happening here.