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james7132

HN member
Joined
Fri, Apr 15, 2022, 8:12 PM UTC
HN karma
50
Public activity
22 items

About james7132

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Recent public activity

  1. comment
    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…

  2. comment
    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 …

  3. comment
    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…

  4. comment
    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…

  5. comment
    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…

  6. comment
    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…

  7. comment
    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…

  8. comment
    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…

  9. comment
    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…

  10. comment
    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…

  11. comment
    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…

  12. comment
    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…

  13. comment
    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…

  14. comment
    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…

  15. comment
    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…

  16. comment
    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…

  17. comment
    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…

  18. comment
    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, …

  19. comment
    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 …

  20. comment
    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…

  21. comment
    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 …

  22. comment
    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…