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Bevy: A data-driven game engine and app framework built in Rust

bevyengine.org

11–20 of 108 posts

Re: Bevy: A data-driven game engine and app framework built in Rust

#14
post #12

Creator of Bevy here. I just announced Bevy yesterday and the response so far has exceeded my wildest expectations. I'm happy to answer whatever questions people have!

Everything is beautiful so far, the website is nice looking, the overview is self-explanitory. If I wasn't so in love with Godot I would use this. I think one thing that would sell this would be an editor like Godot has, it's one of the strongest selling points with Godot for me.

Re: Bevy: A data-driven game engine and app framework built in Rust

#15
post #12

Creator of Bevy here. I just announced Bevy yesterday and the response so far has exceeded my wildest expectations. I'm happy to answer whatever questions people have!

Everything is beautiful so far, the website is nice looking, the overview is self-explanitory. If I wasn't so in love with Godot I would use this. I think one thing that would sell this would be an editor like Godot has, it's one of the strongest selling points with Godot for me.

Hey! An editor is definitely on the roadmap. Bevy want's to dogfood here and make the editor using bevy!

Re: Bevy: A data-driven game engine and app framework built in Rust

#16
post #4

Github link https://github.com/bevyengine/bevy dang, do you want to swap the link to github?

Rather than the GitHub link, I would recommend this page: https://bevyengine.org/news/introducing-bevy/

I've already posted it in https://news.ycombinator.com/item?id=24121947 but it didn't get traction :/ +1 on using that URL

Re: Bevy: A data-driven game engine and app framework built in Rust

#18

Earlier quoted context omitted.

Everything is beautiful so far, the website is nice looking, the overview is self-explanitory. If I wasn't so in love with Godot I would use this. I think one thing that would sell this would be an editor like Godot has, it's one of the strongest selling points with Godot for me.

Hey! An editor is definitely on the roadmap. Bevy want's to dogfood here and make the editor using bevy!

That's what I figure, I saw that Bevy does support UIs, which is how Godot makes their own UI, and how RPG In a Box[0] was born from Godot itself (I'm not affiliated with RPG In a Box nor Godot, just someone who is learning Godot). I think it's going to be wonderful to see a spawn of powerful and open source game engines in the coming years.

[0]: https://www.rpginabox.com/

Re: Bevy: A data-driven game engine and app framework built in Rust

#19

Earlier quoted context omitted.

Hey! An editor is definitely on the roadmap. Bevy want's to dogfood here and make the editor using bevy!

That's what I figure, I saw that Bevy does support UIs, which is how Godot makes their own UI, and how RPG In a Box[0] was born from Godot itself (I'm not affiliated with RPG In a Box nor Godot, just someone who is learning Godot). I think it's going to be wonderful to see a spawn of powerful and open source game engines in the coming years. [0]: https://www.rpginabox.com/

Bevy even mentions Godot as an inspiration for building the editor using Bevy itself. The creator of Bevy has a lot of experience with Godot, so I'd assume we're going to see bits and pieces resembling how Godot works.

Re: Bevy: A data-driven game engine and app framework built in Rust

#20
post #12

Creator of Bevy here. I just announced Bevy yesterday and the response so far has exceeded my wildest expectations. I'm happy to answer whatever questions people have!

Great start here and a very compelling intro post. A couple of things I wondered about and didn't see answers to:

1. How ambitious is Bevy as an engine? Do you see it as aimed squarely at the casual-game space like ggez, or do you think it could eventually compete with Godot, growing more advanced features like GI? (I appreciate that competing with Unreal is probably, well, Unrealistic for the forseeable future.)

2. You talk a lot about keeping the build light, which is great to hear. Does this extend to deployment too? What kind of binary filesizes are you looking at for a "hello, world" game?

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