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Bevy game engine 0.6

bevyengine.org

21–30 of 93 posts

Re: Bevy game engine 0.6

#21
post #4

Lead Bevy developer here: feel free to ask me anything!

Thanks for your work. What is the support for low-end and mobile devices? I have tried developing with bevy on my old macbook with an Intel Iris graphics card, maybe not ideal but that is what I have and I want to support most hardware. Last time I tried the simple cube example made my fans spin. Is this something that can be alleviated?

Re: Bevy game engine 0.6

#22
post #20
post #4

Lead Bevy developer here: feel free to ask me anything!

Super happy to see 0.6 released, great work! I've been sponsoring for close to a year, but haven't kept up with the Discord in many months. Currently I'm just been checking for updates every couple of weeks, and sometimes checking the state of GitHub issues and milestones. However, is there any better way for me to keep up with progress? If not, has there been any thought about having regular status updates? They don…

Going forward, we will be doing a curated This Month In Bevy newsletter. We've had templates in draft mode for awhile, but getting 0.6 out the door has taken precedence. I'd like to release our first newsletter this month!

Re: Bevy game engine 0.6

#25
Congratulations to cart and the core Bevy contributors! This release was a long time coming, and their efforts are greatly appreciated.

If you use this project and you can afford to donate, you definitely should!

Having paid close attention to the Bevy Discord this past year, the sheer amount of work that's happened on this release is mind-boggling.

Re: Bevy game engine 0.6

#28
It looks great in a lot of respects, but I can't help but notice the aliasing. In the example scene at the top, when in motion, it probably looks like there's a snow storm going on in the foliage and on most of the wall/floor textures.

To me good anti-aliasing strategies is the single most important factor when it comes to graphics. I don't really care about things looking realistic or whatever, but I do care about my screen not being full of moving, weird, and distracting grainy patterns.

This involves more than just softening the edges around polygons. There's also textures that contain shapes and the borders in textures with transparency to think about (usually foliage).

My go-to solution in games with lackluster anti-alias is to just render them at a super-high resolution (4k/8k) and downscale, but that's not great for performance usually. You can compensate a bit because you won't need as much anisotropic filtering and such if you downscale, but even on expensive hardware that's not a solution in all games.

To get to the point: In some older games I've seen blurring (possibly due to hardware limitations) of further-away detailed textures reducing aliasing. I'd love to see that technique revived in more modern games, possible with the help of AI to detect patterns/edges on textures that may be susceptible to aliasing, and selectively running those through a filter - basically shifting the work from the artists having to design textures that don't create artifacts to something automatic.

In general good AA tends to be a second-class citizen in many modern game engines, partly because of how their renderer is configured by default (looking at you, Unreal). I really wish it wasn't so.

Re: Bevy game engine 0.6

#29
post #12
post #4

Lead Bevy developer here: feel free to ask me anything!

Evil question: I wonder why do you have version zero.something - this looks good enough for a version 1. What do you like to accomplish? And... What kind of help you'll need to get there??

>What do you like to accomplish?

The What's Next For Bevy? heading in the release announcement covers this:

https://bevyengine.org/news/bevy-0-6/#what-s-next-for-bevy

Re: Bevy game engine 0.6

#30
post #9
post #4

Lead Bevy developer here: feel free to ask me anything!

Looks really nice! If one was to implement a simple "3d arcball rotator" viewer for 3d formats to get familiar with the engine (i.e. load obj, view) can you suggest which examples would be most relevant (presuming bevy architecture is the only unfamiliar topic here)?

The input examples and the GLTF loading example are good places to start.

https://github.com/bevyengine/bevy/tree/main/examples/input https://github.com/bevyengine/bevy/blob/main/examples/3d/loa...

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