I have old dream to make open source TES Legends implementation and want make it with Rust only (without any C dependencies, unlike another my app depends of GTK)
Currently, started backend from sketch, it's server-side with another language and I definitively could want something for UI / frontend later. So maybe it's time to chose the engine or separated crates for different tasks wanted in (desktop) gamedev.
The most popular ones I've used are bevy and macroquad; they're both very good, but macroquad prioritizes ease of use over power, while bevy does the opposite.
Some others: piston, never used but looks interesting. Fyrox, a Unity-style editor. Ggez, seems fairly popular.
As far as I'm aware, all the ones I've listed use wgpu (a pure Rust GPU crate). If any of them don't suit you, take a look at https://arewegameyet.rs (it could be worth a look anyways).
Bevy is far more opinionated: it's an excellent ECS engine, which is rather different than what you're probably used to. By contrast, macroquad is more of a framework that provides the tools to make a game, while letting you handle the structure.
I don't have a preference, personally, because I feel that they're different tools for different situations. Bevy is probably better for keeping your game neat and tidy, while macroquad will be much faster to get started with.
Guys, by reading your messages, understand only that I'm definitively old for game dev and need maybe new life for this learning, even have over 15 years of experience in different backend, web mostly.
But thanks much for keywords and links, some additional time wanted to understand where can I start from.. as always, it's maybe join to existing team.
Oh yeah, game dev is the hardest thing I've attempted; I found my attempts harder than implementing a programming language or a database or cryptography code, mostly because everything can change anything, and it doesn't help that if you start going down the graphics hole you're quickly getting into full page-sized mathematical formulae that you're expected to "implement as appropriate for your situation"
As with anything else though, you can start as simple as possible and build up your familiarity with the basics of assets and input loops etc.
Macroquad is by far the simplest of the popular options to get started with: that will get rid of all the annoying details around creating a window and rendering contexts and lots of other things and lets you just call functions.
It reminds me the times when had particularly learned nuclear physics when tried to implement world generation model (something like minecraft, but craft using Periodic table to construct new items) so yes, maybe most hard but interesting kind of development.