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Bevy 0.2

bevyengine.org

31–40 of 44 posts

Re: Bevy 0.2

#31

Wow the rate of improvement is impressive! I really need to sit down and play with this, it looks great.

I found it extremely easy to get into and reason about the code. This is probably one of the reasons it got such good traction.

Re: Bevy 0.2

#32
post #2

Something delightful about this update: it has a lot of new features, some very early, but all by different authors. Seems like such a community effort compared to most early-stage projects, which usually are driven by one author in relative secret until they are closer to some dream "1.0".

Last this project was posted I joined the Discord and it seems to be a friendly space and a LOT of people joined and shared ideas. I think given a year or two this project (rightfully so!) will ressemble Godot (its an inspiration for Bevy). I am curious if they will adopt a scripting language similar to how Godot has GDScript. I think Godot was in the right in implementing their own language that fits their engine be…

Cart explicitly rules out using scripting language and said writing games in the same language as the engine was one of the motivation for him to start a new engine.

> Turtles All The Way Down: Ideally the engine is written in the same language that games are. Being able to run an IDE "go to definition" command on a symbol in your game and hop directly into the engine source is an extremely powerful concept. You also don't need to worry about heavy language translation layers or lossy abstractions. If an engine's community builds games in the same language as the engine, they are more likely (and able) to contribute back to the engine.

https://bevyengine.org/news/introducing-bevy/

Re: Bevy 0.2

#33

I know that rg3d was on the front page yesterday, but in case someone missed it, here's rg3d, another Rust engine https://github.com/mrDIMAS/rg3d

They seem to share the same goals and philosophy, and it looks like the authors have complementary skills: mrDimas' technical achievements are super impressive (rg3d already has a scene editor, its own UI kit and a working example game!!), while _cart's ability to create hype and foster a large community in no time is just stunning. I'd love to see those two join efforts somehow.

Re: Bevy 0.2

#34
post #29
post #9

Lead developer here. Feel free to ask me anything!

Is a roadmap available in some flat list? The roadmap feature at Github gives no good overview "at one look".

Github issues/roadmaps are the source of truth for the project. I totally get that its not as easily digestible as a well formatted document, but anything that isn't directly tied to the backlog is immediately out of date the second we add/remove/update something.

Adding a separate document and committing to keeping it up to date is more work than I'm willing to do right now. I've made myself a project management bottleneck in the short term, which means I need to optimize as much as I can.

Re: Bevy 0.2

#35
Look great. I really want an alternative to unity to do ECS 2d mobile games. It's not super complicated tech (although takes time to implement for sure in a game engine), but at the moment there's not really any alternatives, so any under development is awesome!

Re: Bevy 0.2

#36

I know that rg3d was on the front page yesterday, but in case someone missed it, here's rg3d, another Rust engine https://github.com/mrDIMAS/rg3d

They seem to share the same goals and philosophy, and it looks like the authors have complementary skills: mrDimas' technical achievements are super impressive (rg3d already has a scene editor, its own UI kit and a working example game!!), while _cart's ability to create hype and foster a large community in no time is just stunning. I'd love to see those two join efforts somehow.

Idk if community skills really matter.

Re: Bevy 0.2

#37
post #26
post #25

Earlier quoted context omitted.

Don’t systems normally want fairly tight bounds on when they execute and how long? (Genuine question)

We are considering async systems, but in general I do think that allowing them to suspend execution across frames would be undesirable (at least as a default).

What kind of use case would want to suspend within a frame?

Re: Bevy 0.2

#38

Earlier quoted context omitted.

Last this project was posted I joined the Discord and it seems to be a friendly space and a LOT of people joined and shared ideas. I think given a year or two this project (rightfully so!) will ressemble Godot (its an inspiration for Bevy). I am curious if they will adopt a scripting language similar to how Godot has GDScript. I think Godot was in the right in implementing their own language that fits their engine be…

Cart explicitly rules out using scripting language and said writing games in the same language as the engine was one of the motivation for him to start a new engine. > Turtles All The Way Down: Ideally the engine is written in the same language that games are. Being able to run an IDE "go to definition" command on a symbol in your game and hop directly into the engine source is an extremely powerful concept. You also…

I'm thankful this is his attitude. I think part of the appeal of Bevy is that it is built in Rust, and you are meant to use Rust in building your project. I think it pushes the design to make working in Rust as optimal as possible.

Re: Bevy 0.2

#39
post #2

Something delightful about this update: it has a lot of new features, some very early, but all by different authors. Seems like such a community effort compared to most early-stage projects, which usually are driven by one author in relative secret until they are closer to some dream "1.0".

The BDFL of the project, cart, shows a lot of emotional intelligence in this Amethyst community post about Bevy: https://community.amethyst.rs/t/bevy-engine-addressing-the-e... I’m not surprised they have the ability to muster a community fairly quickly. Probably shared a lot of contributors with the Amethyst project.

Links on that page don’t quite work like you’d expect — your link goes to the post Carter is responding to (which is worth reading too). This one goes straight to his post.

https://community.amethyst.rs/t/bevy-engine-addressing-the-e...

Re: Bevy 0.2

#40
post #39

Earlier quoted context omitted.

The BDFL of the project, cart, shows a lot of emotional intelligence in this Amethyst community post about Bevy: https://community.amethyst.rs/t/bevy-engine-addressing-the-e... I’m not surprised they have the ability to muster a community fairly quickly. Probably shared a lot of contributors with the Amethyst project.

Links on that page don’t quite work like you’d expect — your link goes to the post Carter is responding to (which is worth reading too). This one goes straight to his post. https://community.amethyst.rs/t/bevy-engine-addressing-the-e...

I specifically posted the entire thread for context, but thanks for the link to cart’s comment.
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