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Bevy game engine 0.6

bevyengine.org

31–40 of 93 posts

Re: Bevy game engine 0.6

#31
post #4

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

Congrats for the release, looks great! Not a criticism, but model projected shadows (not prebaked on lightmaps) are very jagged or really low-res, reminds me of early Unity shadows. I know Unity worked hard to improve them for years and acquired experts on shaders, because users complained and even moved to Unreal for that reason alone. Not sure if there are now well known solutions to get highly defined shadows, but I'm curious on your plans to improve them.

Re: Bevy game engine 0.6

#32

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 m…

> 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.

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

#33

Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?

Yep, and I've used bevy. Just get VSCode and the rust-analyzer. It's remarkable how well it works together with the language. There's also a thing that prints the errors and warnings in line to make it stand out more, sometimes you'll miss a squiggle.

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

#34
post #7
post #5

Pipelined 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.

Instead of doing all operations required to render the gamestate in a single frame you spread them in parts across multiple frames. This means that the output represents the state of the game some number of frames ago, increasing the time between your control inputs and what you see changing on screen.

Re: Bevy game engine 0.6

#35

Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?

I've tried Bevy v0.5 and it was very immature (as a matter of fact, all the Bevy "games" are single-screen). By looking at the release notes, it's not clear if it now supports OpenGL, which means that on some setups, it's not even possible to run correctly at all.

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

#36
post #10

Looks 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

Make sure to use the Rust Analyzer extension, it's is significantly better than the default Rust extension.

Re: Bevy game engine 0.6

#37

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 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.

Re: Bevy game engine 0.6

#38

Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?

I use Neovim 0.6.0 with its built LSP with some plugins including simrat39/rust-tools.nvim. It uses rust-analyzer. It works extremely well but I don't use the debugger at all. I've used IntelliJ with a Rust plugin, to and it has debugger support of sorts, but the overall experience was sluggish and I never went back.

Re: Bevy game engine 0.6

#39
post #37

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 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.

That's cool - as are mipmaps, but even with those you'll still have patterns emerge that don't exist on the original texture. Humans are really good noticing patterns, so they're distracting (a tiled floor doesn't doesn't look like it has u-shaped curves in reality). Those patterns not having sharp/grainy edges anymore already helps a lot though.

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

#40

Looks like a good reason to finally try out Rust. Does HN have any recommended IDEs?

It pains to suggest it, but VSCode is one of the best experiences.

Don't forget to also add Microsoft's C/C++ tooling for the debugging support.

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