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

bevyengine.org

51–60 of 108 posts

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

#51
post #43

I'm getting security warnings visiting the site, on both Firefox and Chrome (though chrome's could be due to an external check, redirects me to malware.opendns.com). "Error code: SEC_ERROR_UNKNOWN_ISSUER" on FF at least. edit: and seems like I'm not the only one, as there's at least one upvote already. probably worth checking!

Hmm I'm hosting this on github pages, so maybe its related to how they're issuing certs for my domain. I'll look into it. Thanks for the report!

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

#52
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?

Yup! High level and low level networking is definitely on our radar, but it also isn't our immediate priority.

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

#53
post #25
post #23

Earlier quoted context omitted.

1. I want to be ambitious while also being realistic. AAA studios won't even consider using Bevy until it has more features and has stood the test of time. So in the short term our market is essentially "indies and enthusiasts". I want Bevy to cater to those people, but with an eye toward larger projects. We don't want to design ourselves into a "locally optimal" corner that prevents us from appealing to large studio…

As someone who may be tinkering with a game this decade, one big factor which favors “use prebuilt engine” in my thinking is that some of them abstract away the work required to port between different systems. Is this really a very big hurdle in your opinion? And do you see console ports being part of this engine in the future? The API looks great in any case, and I’ll try it out, at least as a starting point to get…

You can't just port something to work on Sony / MS / Nintendo platform, only them manage the toolchain and they just don't usually support things outside of C++ / C#.

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

#54
post #31

Earlier quoted context omitted.

Video games don't really care about binary size.

On a console every 1mb of binary is one less mb for assets. We ran LTCG on every game I shipped.

When your game is 125GB it does not really matters if your dll is 20MB instead of 30, it was the case 15 years ago now it's a much different story.

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

#55

Earlier quoted context omitted.

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 smalle…

> * It has an easy-to-use package manager, and I'm not sure where C++ is on that front. In the inescapable hell of n+1 competing standards.

You mean that every langauge has its own package manager?

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

#56
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!

Awesome work! I love how it feels so easy to make a system (I'm actually digging your crates wondering how the hell did you achieve that Trait Extension).

I just hope that the `Turtles All The Way Down` philosophy won't hinder game devs from supporting scripting language of their choice. Because at some point someone is going to need domain specific language somewhere.

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

#57
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!

Wow! What great timing. I've been working on CRDTs for the last couple years and realized the structure we're settling on is similar to ECS. Last week, I figured I'd dive into ECS and also scratch my game-making itch by trying out Amethyst. I've had a suspicion that the API could be a bit simpler, and well, you nailed it! After an afternoon of playing around, Bevy has been a pleasure! Really great work!

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

#59
post #49
post #47

Earlier quoted context omitted.

I would expect that for most games the vast majority of bytes will be assets (textures, models, sounds, etc.), not code. Even reducing the code size to 0 is unlikely to make much of a difference in the total size.

For AAA titles, sure, but there's a long tail of indies, game jam entries etc. For something retro-styled like Dwarf Fortress or Baba Is You , I can absolutely believe that asset size is relatively minor compared to e.g. a Unity baseline footprint. Harking back to ancient history for a moment, Frontier: Elite II was a AAA title for its day and was basically all code.

The days of all code AAA games is over. Binary sizes are still mostly irrelevant. They matter to you, but they don't matter to the market.

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

#60
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.

Sure they do, when targeting consoles and mobile devices.

Their overlords always stress on developer conferences how install size is the number one reason for users to remove applications and games from their devices.

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