Making something Erlang-compliant is actually fairly heavy duty. It's more than just "you've got actors, I've got actors, let's play together!"... you
have to support the Erlang term format
specifically, so on the Rust side you would need to be able to convert to and from all the state you actually want into Erlang terms, including PID references, you need to support Erlang's linking capability, you need to support Erlang's name server lookups, you need to support Erlang's
specific messaging semantics for out-of-order message handling and mailboxes, binary sharing, probably some other things I'm not remembering. It's not an impossible amount of work but it's not in the "couple of weeks of spare time for a motivated developer" range either.
Most people most of the time are just better hooking up one of the many, many other event busses that both Rust and Erlang can speak to and working across that.
Most people most of the time are just better hooking up one of the many, many other event busses that both Rust and Erlang can speak to and working across that.