Earlier quoted context omitted.
Really? What do you think comes from Ruby? Rust mostly seems to be inspired by ML and C++. Actually I just checked the "official" list and they only list the closure syntax which seems pretty minor: https://doc.rust-lang.org/reference/influences.html
Expression orientation
Bevy game development tutorials and in-depth resources
21–30 of 121 posts
Re: Bevy game development tutorials and in-depth resources
#22There's also ongoing work on the (for now hidden) Bevy Book https://bevy.org/learn/book/intro/ Already seems like a great resource to me but it's still WIP.
As someone who is actively working on the Bevy Book, the next engine release should include the first public release of the Bevy Book. And once it's out, then we'll be doing our best to keep it updated and expand it alongside the Bevy engine.
I now default to the examples, but a book would greatly help.
Re: Bevy game development tutorials and in-depth resources
#23I really want to like bevy but compile times are slow and the output binaries are huge. I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions. There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
As far as file sizes go, I'd be really interested in how a Rust compiler that didn't monomorphize so much would perform. Right now you have to modify the source code to write polymorphic generic functions, but it doesn't strictly have to be that way (at least as far as I can see).
I wouldn't use Bevy for a web only game either, especially while it's still single threaded on WASM.
Re: Bevy game development tutorials and in-depth resources
#24I really want to like bevy but compile times are slow and the output binaries are huge. I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions. There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
Compile times are my biggest struggle, too. I'm vibecoding Bevy with parallel agents, and the bottleneck is often compiling the changes on my 7950X, not getting Codex to write them. As far as file sizes go, I'd be really interested in how a Rust compiler that didn't monomorphize so much would perform. Right now you have to modify the source code to write polymorphic generic functions, but it doesn't strictly have to…
Re: Bevy game development tutorials and in-depth resources
#25I really want to like bevy but compile times are slow and the output binaries are huge. I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions. There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
Re: Bevy game development tutorials and in-depth resources
#26I really want to like bevy but compile times are slow and the output binaries are huge. I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions. There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
I hear Rust being slow to compile is their biggest gripe, but really - look at what you’re gaining for the slowdown! Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
I also don’t think that other solutions are “tonnes more code.” Any code will explode in size if poorly written. The same is true for bevy.
Re: Bevy game development tutorials and in-depth resources
#27Re: Bevy game development tutorials and in-depth resources
#28I really want to like bevy but compile times are slow and the output binaries are huge. I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions. There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
I hear Rust being slow to compile is their biggest gripe, but really - look at what you’re gaining for the slowdown! Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
Re: Bevy game development tutorials and in-depth resources
#29I really want to like bevy but compile times are slow and the output binaries are huge. I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions. There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
I hear Rust being slow to compile is their biggest gripe, but really - look at what you’re gaining for the slowdown! Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
That's a single data structure. People say binaries start at 50 MB for a hello world program and 700 MB for the debug binaries.
https://old.reddit.com/r/bevy/comments/16wcixk/cant_figure_o...
Re: Bevy game development tutorials and in-depth resources
#30My problem with bevy isn't the basics, but the architecture. I always feel like I'm making wrong decisions on if something should be a component or a field, and how it interacts with other stuff in systems. I just feel like I'm making an unmaintainable mess, but I'm not sure how it could be improved.
That is true for all game platforms, experience takes care of it, don't give up.
About compilation time concerns, it doesn't seem to be a problem with Bevy, there's a fast compile mode with very reasonable performance.
However, I didn't see any scripting, there are scripting options for rust, it would be good to have bindings for some rust-like scripting.