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.…
Bevy: A data-driven game engine and app framework built in Rust
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Re: Bevy: A data-driven game engine and app framework built in Rust
#32Purely a question. So why would I use rust instead of C++ or C# to develop games? what are the potential advantages of that.
Re: Bevy: A data-driven game engine and app framework built in Rust
#33Creator 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!
Re: Bevy: A data-driven game engine and app framework built in Rust
#34I'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
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
#35this has the potential to be rust’s flutter! (Bevy UI)
Re: Bevy: A data-driven game engine and app framework built in Rust
#36I'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
Re: Bevy: A data-driven game engine and app framework built in Rust
#37Earlier 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.
Re: Bevy: A data-driven game engine and app framework built in Rust
#38Purely a question. So why would I use rust instead of C++ or C# to develop games? what are the potential advantages of that.
* 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
#39Creator 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!
Re: Bevy: A data-driven game engine and app framework built in Rust
#40Creator 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!