The language of the article (starting at the top) reinforces a suspicion that Bevy may be developed with a goal of prioritizing its ECS system over practical goals, or facilitating the game dev itself. I see this in early Rust OSS tools regularly. Actix the web framework marketing, articles, and community being focused on the Actor paradigm; Embassy in Embedded being focused on the Async paradigm; the older gen being…
Bevy TLDR – Game development with Bevy summarized
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Re: Bevy TLDR – Game development with Bevy summarized
#12Re: Bevy TLDR – Game development with Bevy summarized
#13The language of the article (starting at the top) reinforces a suspicion that Bevy may be developed with a goal of prioritizing its ECS system over practical goals, or facilitating the game dev itself. I see this in early Rust OSS tools regularly. Actix the web framework marketing, articles, and community being focused on the Actor paradigm; Embassy in Embedded being focused on the Async paradigm; the older gen being…
Bevy has the best developer experience of any game framework I've ever tried (I have worked with mainstream engines - which warmed up to ECS over time - and engines that started with ECS like ECSY and playcanvas) but it's too low level for most studios.
I get your point about actix and actors but I think the difference there was that the author wanted to build Elixir in Rust, while the community wanted an Express (from node.js). The vast majority of web services I see don't need an explicit actor model.
ECS instead has a significant impact on developer experience, so I appreciate their focus on data structures.
Re: Bevy TLDR – Game development with Bevy summarized
#14Of all the programming-first video game frameworks I've tried, including Bevy, I found Monogame to hit the sweet spot. C# is a super underrated language and Monogame has just enough batteries to get going without being in your way too much. For ECS, I've been using Friflo ECS and haven't had issues so far: https://github.com/friflo/Friflo.Engine.ECS
Re: Bevy TLDR – Game development with Bevy summarized
#15Of all the programming-first video game frameworks I've tried, including Bevy, I found Monogame to hit the sweet spot. C# is a super underrated language and Monogame has just enough batteries to get going without being in your way too much. For ECS, I've been using Friflo ECS and haven't had issues so far: https://github.com/friflo/Friflo.Engine.ECS
Oh wow, had no idea Bastion was made with Monogame and C#!
Re: Bevy TLDR – Game development with Bevy summarized
#16The language of the article (starting at the top) reinforces a suspicion that Bevy may be developed with a goal of prioritizing its ECS system over practical goals, or facilitating the game dev itself. I see this in early Rust OSS tools regularly. Actix the web framework marketing, articles, and community being focused on the Actor paradigm; Embassy in Embedded being focused on the Async paradigm; the older gen being…
Before software can be reusable it first has to be usable. There is a good reason why every existing popular engine was purpose built for a game in its infancy.
Re: Bevy TLDR – Game development with Bevy summarized
#17Of all the programming-first video game frameworks I've tried, including Bevy, I found Monogame to hit the sweet spot. C# is a super underrated language and Monogame has just enough batteries to get going without being in your way too much. For ECS, I've been using Friflo ECS and haven't had issues so far: https://github.com/friflo/Friflo.Engine.ECS
Looking over the readme.md I find it interesting they don't list dotnet 9 support but they do list 7 so they do seem to support non-LTS versions but skipped 9 (mind you maybe they just didn't update the readme?)
Re: Bevy TLDR – Game development with Bevy summarized
#18Bevy is one of those things that I've tried to use, but quickly realized why people believe that "rust is changing too quickly". Well the language doesn't but the libraries do. It's changed quickly enough that docs, examples, copilot, agents, and chat assistants are all a few versions off from each other.
People made games and software in bevy despite the API flux, and the migration guidelines are really good too.
Re: Bevy TLDR – Game development with Bevy summarized
#19Out of the loop here, how does Bevy compare to Fyrox this year?
Apart from that, Bevy's community seems a lot bigger.
Re: Bevy TLDR – Game development with Bevy summarized
#20Of all the programming-first video game frameworks I've tried, including Bevy, I found Monogame to hit the sweet spot. C# is a super underrated language and Monogame has just enough batteries to get going without being in your way too much. For ECS, I've been using Friflo ECS and haven't had issues so far: https://github.com/friflo/Friflo.Engine.ECS