which is worse for making a voxel-based game:
writing a custom engine(❌) in rust(✔️) that's lightweight and optimized for voxels(✔️)
or using unreal engine which already exists and is mature and fully-featured(✔️) but probably needing to hack away at it to optimize it for voxels anyway(❌) and having to do everything in C++(❌)













