Viewing profile — james7132
james7132
HN member- Joined
- Fri, Apr 15, 2022, 8:12 PM UTC
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- 50
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- 22 items
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About james7132
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Recent public activity
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Comment #45447200
Zig has not hit 1.0 yet, and as recently as a few months ago completely reworked how every form of IO is written. AFAIK, this wasn't a syntax change, but it changed the function si…
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Comment #45447156
Once you understand that a crate is the translation unit in Rust, it doesn't feel as bad. Most medium to large Rust project's will separate out their code into separate crates for …
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Comment #45442254
Not cart, but another maintainer of Bevy here. More traditional game engines tend to be a giant tangle of pointers with much more complex lifetimes than what Rust's borrows would a…
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Comment #40854148
I'm running a nanode for a few personal projects and their dashboard was showing something close to 8mbps since 05/29/2024. Went almost 2TB over for the month of June. Nearly 4x'ed…
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Comment #39686219
Given the fact that foreign values inherently require the use of unsafe due to not being able to verify anything about the value and it's behavior, yes, it's generally not recommen…
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Comment #39681525
A scripting language is an explicit non-goal for first-party support, but there have been tools for using the ECS entirely without Rust types which can be exposed via FFI or embedd…
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Comment #39413687
There is still a game loop that runs every tick. The engine wouldn't work so well if we only responded to inputs as they come in, event pub-sub style. As for ECS overhead, I've mad…
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Comment #39413584
The blog post directly mentions efforts towards a GUI-based editor in the "What's next" section. We can definitely deliver on global illumination in some way, as shown with the irr…
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Comment #35998538
Fyrox definitely has a better end-to-end feature offering right now, but I personally think Bevy has the stronger ecosystem. Animation support is growing rapidly. I'm one of the tw…
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Comment #35997948
I'm one of the maintainers of Bevy. In my opinion, Godot clearly has a significant lead in many fronts, some moreso than others. A clear few that are lagging behind are: Editor: Go…
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Comment #35048812
We explicitly label easy first issues in our issue tracker: https://github.com/bevyengine/bevy/issues?q=is%3Aissue+is%3A... . These should get you up to speed with the contribution…
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Comment #35048539
I want to step back a bit. All of these require a more involved and production ready asset system, which we've sorely needed for a few releases now. I'm one of the two developers c…
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Comment #35048496
> Could you point me the right direction on how to learn about Bevy's render pipeline? The best 10,000ft view that doesn't just point you at the code itself is probably https://bev…
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Comment #35048007
It's turtles all the way down. You can replace the renderer wholesale, or strip out the top, middle, and/or low level abstractions. You choose how much meat you want stripped off f…
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Comment #35047935
On the contrary, about 50% of my time with Rust is spent throwing shit at the wall and seeing if it works. The great thing is that the compiler will probably tell you that what you…
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Comment #35047851
> And Bevy's coded in Rust! Bevy gains all of Rust's safety, ergonomics, speed; yet it avoids pitfalls with some OSS Rust products: it doesn't overuse lifetimes or macros and is re…
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Comment #33578705
Entity as a type is an generational ID. We only support up to 2^32 entities in a World, which makes up the bottom 32 bits. The top 32 bits is the generation. Once we destroy an ent…
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Comment #33578662
Skeletal animation is supported in the renderer, and there is a (very basic) implementation of an animation player available, but more complex animation (blending, state machines, …
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Comment #33578632
wgpu (the implementation, not the WebGPU standard) does have quite a few of those aforementioned escape hatches on native platforms. Bevy currently doesn't use many of them due to …
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Comment #33578110
https://en.wikipedia.org/wiki/Data-oriented_design The intent is to layout structures in memory in a way that is conducive to how it's actually accessed in the physical hardware. F…
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Comment #31045418
I think it's more in terms of the ergonomics and developer UX. Both Bevy and Flask have a very minimal and surprisingly idiomatic "hello world" example, and both rather seamlessly …
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Comment #31045275
Most ECS implementations realistically are high-performance in-memory columnar databases, where systems use granular mutation patterns. Hell, the main access pattern is literally a…