I think it would, modulo that it's not really "ready" yet.
We do have a couple of PoC examples of integrating with the Bevy game engine. Both of these use Dioxus Native, which wraps Blitz with Dioxus (which is a React-like framework but in Rust rather than JavaScript - https://github.com/DioxusLabs/dioxus), but you could do DOM tree creation and event handling manually if you wanted to.
- This first one includes Bevy inside a window setup by Dioxus Native (using a `<canvas>` element similar to how you might on the web). Here the event loop is controled by Dioxus Native and the Bevy game is rendered to a texture which is then included in Blitz's scene. https://github.com/DioxusLabs/dioxus/tree/main/examples/10-i...
- This second one does it the other way around and embeds a Dioxus Native document inside a window setup by Bevy. Here the event loop is controlled by Bevy and the Blitz document is rendered to a texture with which Bevy can then do whatever it likes (generally you might just render it on top of the games, but someone tried mapping it into 3d space https://github.com/rectalogic/bevy_blitz) https://github.com/DioxusLabs/dioxus/tree/main/examples/10-i...
The latter is probably what I would recommended for game UI.
Both approaches probably need more work (and Blitz could do with more complete event handling support) before I would consider them "production ready".
We do have a couple of PoC examples of integrating with the Bevy game engine. Both of these use Dioxus Native, which wraps Blitz with Dioxus (which is a React-like framework but in Rust rather than JavaScript - https://github.com/DioxusLabs/dioxus), but you could do DOM tree creation and event handling manually if you wanted to.
- This first one includes Bevy inside a window setup by Dioxus Native (using a `<canvas>` element similar to how you might on the web). Here the event loop is controled by Dioxus Native and the Bevy game is rendered to a texture which is then included in Blitz's scene. https://github.com/DioxusLabs/dioxus/tree/main/examples/10-i...
- This second one does it the other way around and embeds a Dioxus Native document inside a window setup by Bevy. Here the event loop is controlled by Bevy and the Blitz document is rendered to a texture with which Bevy can then do whatever it likes (generally you might just render it on top of the games, but someone tried mapping it into 3d space https://github.com/rectalogic/bevy_blitz) https://github.com/DioxusLabs/dioxus/tree/main/examples/10-i...
The latter is probably what I would recommended for game UI.
Both approaches probably need more work (and Blitz could do with more complete event handling support) before I would consider them "production ready".