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

bevyengine.org

31–40 of 108 posts

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

#31
post #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.…

Video games don't really care about binary size.

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

#32

Purely a question. So why would I use rust instead of C++ or C# to develop games? what are the potential advantages of that.

There are many reasons, but to name a few important to me: rust gives performance on the level of C++, but with the memory safety of a garbage-collected language. It also provides protection against data races so that you can use concurrency with less chance of hard-to-debug issues.

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

#33
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!

Hi _cart, creator of Planimeter's Grid Engine (a Lua game engine) here. Congratulations on your phenomenal work! I'm very familiar with the fact that posts like these on HN that help drive adoption, so thanks to adamnemecek as well.

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

#34

I'd like to see how it compares to https://github.com/amethyst/specs , a rust-based ECS engine, for use in the multiplayer voxel world game Veloren ( https://veloren.net ), or https://github.com/TomGillen/legion

There’s not a particularly thrilling benchmark here: https://bevyengine.org/news/introducing-bevy/

Basically an ECS is not really a secret easy pattern to cache coherent data access. This benchmark shows its fast for the easy cases but says nothing about typical game requirements.

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

#36

I'd like to see how it compares to https://github.com/amethyst/specs , a rust-based ECS engine, for use in the multiplayer voxel world game Veloren ( https://veloren.net ), or https://github.com/TomGillen/legion

Here's a writeup comparing Specs (Amethyst sub-project) and Legion ECS. https://csherratt.github.io/blog/posts/specs-and-legion/

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

#37
post #31
post #20

Earlier quoted context omitted.

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.…

Video games don't really care about binary size.

Some don't, some do. Users living out in the sticks with poor satellite connectivity care about binary size. The HTML5 platform, which I see becoming increasingly important as things like wasm and webgpu mature, cares about binary size because you're potentially downloading it every time you play. It's slightly surreal poking about on itch.io where practically every game is 50 MB, even when most of them are simpler than a 4k demo.

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

#38

Purely a question. So why would I use rust instead of C++ or C# to develop games? what are the potential advantages of that.

Over C#:

* Garbage collectors often scare game developers since they can lead to hard-to-fix latency spikes.

* Rust has some cool libraries (specs, rayon, etc.) that let you safely parallelize computation.

Over C++:

* It's a memory-safe language, which instantly avoids tons of bugs.

* Library interfaces are usually higher-level in Rust than in C++, for various reasons (sum types being a big one).

* It's a much smaller language, so there aren't any dark corners that you'll randomly be forced to learn.

* It has an easy-to-use package manager, and I'm not sure where C++ is on that front.

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

#39
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!

The engine really looks awesome and docs are a pleasure to read. Great job!

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

#40
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!

I didn't see anything about networking - is that a feature you intend to include eventually?
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