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Show HN: A self-running space economy SIM in Rust and Bevy

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21–30 of 34 posts

Re: Show HN: A self-running space economy SIM in Rust and Bevy

#21
post #15

I have also been using LLMs (mostly claude code) to develop a game with Rust and Bevy, and it seems to work very well. The strictness of rust seems to really help them get the code right, and the ECS architecture seems to make it easy for them to reason about how things work (because they only need to hold a few systems and components in context at a time). makes me wonder if ECS will ever catch on outside the gaming…

Games and other specific applications call for such unidirectional data flow with such massive amounts of "independent" entities. It isn't that it'll catch on or not outside the gaming industry, it is more of a unique solution to a typical gaming problem.

So their are apps that do use similar or ECSs architecture under the hood, it is just more problem related not a solve everything solution.

Re: Show HN: A self-running space economy SIM in Rust and Bevy

#22
post #15

I have also been using LLMs (mostly claude code) to develop a game with Rust and Bevy, and it seems to work very well. The strictness of rust seems to really help them get the code right, and the ECS architecture seems to make it easy for them to reason about how things work (because they only need to hold a few systems and components in context at a time). makes me wonder if ECS will ever catch on outside the gaming…

I'm a Rust dev, but I've been worried Claude might not be able to emit Bevy (or Fyrox) sufficiently well.

I keep seeing Mr.Doob post amazing stuff in Threejs and the vibe coding scene blowing up with all kinds of generative work, and I feel really drawn to it.

Do you feel like Claude gets Bevy well enough? I know it kicks ass at Rust, but Bevy is relatively niche still.

Do you feel like Bevy is pretty performant?

Re: Show HN: A self-running space economy SIM in Rust and Bevy

#23
post #16

This is awesome. I've been working on a similar concept based on the Escape Velocity series and love the space trader genre in general. I'm curious how you've thought about the faction organization structures as well as information flows in the sim? Are agents omniscient about prices and postings? I ended up making in-sim information a commodity that agents could choose to sell to each other, but I didn't follow thro…

> I've been working on a similar concept based on the Escape Velocity series and love the space trader genre in general.

I miss EV so much. I've always wondered if an MMO version of it, like EVE but with the interface/graphics of EV, would work.

Re: Show HN: A self-running space economy SIM in Rust and Bevy

#25

throws away spec doc for my own Are we all having this idea?

Last year I've been working on a space economy sim for about 3 months before realizing I made yet another spreadsheet simulator. Idea glows so bright in head!

Re: Show HN: A self-running space economy SIM in Rust and Bevy

#27
post #15

I have also been using LLMs (mostly claude code) to develop a game with Rust and Bevy, and it seems to work very well. The strictness of rust seems to really help them get the code right, and the ECS architecture seems to make it easy for them to reason about how things work (because they only need to hold a few systems and components in context at a time). makes me wonder if ECS will ever catch on outside the gaming…

ECS is used for simulations as well, a game is just a simulation with user input and a pretty renderer.

Re: Show HN: A self-running space economy SIM in Rust and Bevy

#28
post #16

This is awesome. I've been working on a similar concept based on the Escape Velocity series and love the space trader genre in general. I'm curious how you've thought about the faction organization structures as well as information flows in the sim? Are agents omniscient about prices and postings? I ended up making in-sim information a commodity that agents could choose to sell to each other, but I didn't follow thro…

I love space trading games like EV and Elite. Can I follow your progress somewhere?

Re: Show HN: A self-running space economy SIM in Rust and Bevy

#30
post #22
post #15

I have also been using LLMs (mostly claude code) to develop a game with Rust and Bevy, and it seems to work very well. The strictness of rust seems to really help them get the code right, and the ECS architecture seems to make it easy for them to reason about how things work (because they only need to hold a few systems and components in context at a time). makes me wonder if ECS will ever catch on outside the gaming…

I'm a Rust dev, but I've been worried Claude might not be able to emit Bevy (or Fyrox) sufficiently well. I keep seeing Mr.Doob post amazing stuff in Threejs and the vibe coding scene blowing up with all kinds of generative work, and I feel really drawn to it. Do you feel like Claude gets Bevy well enough? I know it kicks ass at Rust, but Bevy is relatively niche still. Do you feel like Bevy is pretty performant?

yeah it does fine with bevy. It struggles a bit to structure the components in the best way, so that still requires some human oversight if you want it to be good. It helps a lot to emphasize that you want "idiomatic" bevy code, and ofc it also helps a lot to spend a lot of tokens on design and review (e.g. "is this the most elegant way to structure these systems/components?"). There's also this feature called Bevy Remote Protocol which allows inspecting bevy state via HTTP, which really helps agents debug things. I had claude add a little wrapper that also allows injecting mouse/keyboard events and triggering a screenshot write to disk, and now claude can drive the whole game, which helps it verify things end to end.

I can't really comment on the performance. I haven't noticed any performance issues for the things I'm doing.

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