Lead Bevy developer here: feel free to ask me anything!
Bevy game engine 0.6
31–40 of 93 posts
Re: Bevy game engine 0.6
#32It 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 m…
By "lackluster anti-alias" do you mean some sort of home-grown MSAA that's garbage?
Because you're hand-rolling SSAA/FSAA, can't you just override the AA settings in the graphics driver to force FSAA or something?
Re: Bevy game engine 0.6
#33Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?
But also the suggestions are spot on quite often, eg finding the right import that you can just click without scrolling up to the top to insert, or adding/removing the & and * operators. You'll almost never come across a situation where you think it will compile but it doesn't.
Re: Bevy game engine 0.6
#34Pipelined rendering increases motion-to-photon latency.
Do you mind explaining why? Near as I can tell it should be the same unless you were already maxing out your CPU to run the game.
Re: Bevy game engine 0.6
#35Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?
It may be fun to write a hello world, but in this case, there are much easier (and more stable) engines.
A typical setup if VSCode + Rust Analyzer. RA wasn't very stable around 6 months ago, but it was stable enough to be used regularly.
Re: Bevy game engine 0.6
#36Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?
I'm just learning myself, and I found just Visual Studio Code and the Rust extension are great on Windows
Re: Bevy game engine 0.6
#37It 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 m…
Re: Bevy game engine 0.6
#38Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?
Re: Bevy game engine 0.6
#39It 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 m…
The aliasing you're seeing is "texture aliasing" from a lack of mipmaps. We have an implementation in the works, it just didn't make it into this release. This is a straightforward and well understood problem. Thankfully our mesh edges are already crisp (thanks to MSAA) and we have a number of other anti-aliasing implementations in the works (TAA, SMAA, FXAA), each with their own strengths and tradeoffs.
Maybe what I'm asking for is impossible, because fighting those patterns any further would just go too far into blurry territory. It might just be an inherent property of projecting something on a grid of neatly ordered pixels, which is very unlike the receptors in our eyes.
Though to be honest, I didn't even consider that it may just be missing mipmaps making it look like that. My perspective is much that of a consumer who spend a lot of time trying out various settings/technologies and ordered them into "looks bad" and "looks better".
Re: Bevy game engine 0.6
#40Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?
Don't forget to also add Microsoft's C/C++ tooling for the debugging support.