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.
The integrated code editor in Godot is actually something I don't like. The text editor doesn't support the usual Mac keyboard shortcuts, scrolling isn't always responsive and it can't be used to view text files such as json files. I hope that Bevy users won't be forced to use the Bevy editor for coding. VS Code, vim, emacs and other editors have lots of extensions and work well for coding. I'd rather see some kind o…
Bevy: A data-driven game engine and app framework built in Rust
101–108 of 108 posts
Re: Bevy: A data-driven game engine and app framework built in Rust
#102Creator 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 error that I am currently facing (if you're curious):
EDIT: This is because I was using Rust 1.40 rather than 1.45. Oops.
$ cargo run --example breakout
Compiling glam v0.9.3
Compiling same-file v1.0.6
Compiling anyhow v1.0.32
Compiling once_cell v1.4.0
Compiling adler32 v1.2.0
Compiling anymap v0.12.1
Compiling crc32fast v1.2.0
Compiling remove_dir_all v0.5.3
Compiling pin-project-internal v0.4.23
error[E0599]: no method named `map_or` found for type `std::result::Result` in the current scope
--> /home/myname/.cargo/registry/src/github.com-1ecc6299db9ec823/glam-0.9.3/build.rs:7:10
|
7 | .map_or(false, |cfg| cfg.split(',').find(|&f| f == "sse2").is_some());
| ^^^^^^ help: there is a method with a similar name: `map_err`
error: aborting due to previous error
For more information about this error, try `rustc --explain E0599`.
error: could not compile `glam`.
warning: build failed, waiting for other jobs to finish...
error: build failedRe: Bevy: A data-driven game engine and app framework built in Rust
#103Earlier quoted context omitted.
ECS has been used relatively heavily in game dev since like late 90's.
So? That has nothing to do with the performance of an implementation which is what I commented on. Data oriented design is about managing data organisation to match access patterns in order to best exploit the hardware cache. That requires more design than simply using the ECS pattern. Which is why a lot of generic engines introduce other concepts like Grouping and Archetypes to try to alleviate this. And even if you…
Re: Bevy: A data-driven game engine and app framework built in Rust
#104> Turtles All The Way Down Does Rust also compile to the GPU?
There are people working on this. https://github.com/MaikKlein/rlsl
This is supposed to produce SPIRV though, Becy uses WebGPU which has a custom shading language.
Re: Bevy: A data-driven game engine and app framework built in Rust
#105This is amazing . Seriously: I had a look at nearly every game engine/GUI solution in Rust and this is by far the most thought out, ergonomic and complete thing I found. Color me stoked!
Just curious, have you seen amethyst? https://amethyst.rs/ I'm wondering what you find not well thought out about it.
I found the application of the research -- the execution -- too early in development for my needs. I have the feeling it will grow into something more flexible with time, but at least back then, I wasn't able to render to a texture being applied to a mesh. Not being able to get around the deeply integrated ECS was hard, as well.
Re: Bevy: A data-driven game engine and app framework built in Rust
#106Creator 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
#107Re: Bevy: A data-driven game engine and app framework built in Rust
#108Earlier quoted context omitted.
For some, theoretically it's easier to train new Rust developers than it is to fix the bugs of new C/C++ programmers. Folks are trying to move the cost to training and dev bringup time instead of bug-fixing time. Rust has other more technical advantages. But if you want to know why management is choosing it, it's because getting good C/C++ developers is a painful process nowadays.
Getting good developers is painful process no matter what, usually those are the ones that don't answer headhunters, search for their own gigs via their own contact network, and don't get to change jobs just for a couple of more coins.