Earlier quoted context omitted.
As a long time ruby enjoyer and now also rust enjoyer, the core syntax and systems of rust are very rubyesque in a lot of ways, you can tell that some of the core contributors liked the language.
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
Bevy game development tutorials and in-depth resources
31–40 of 121 posts
Re: Bevy game development tutorials and in-depth resources
#32- since we are on the topic, i wanted to ask people here - could someone kindly share some resources on c++ game development - here is what i have - https://gamedev.net/tutorials/ - https://shader-learning.com/ - https://learnopengl.com/ - https://shaderacademy.com/ - https://www.gabrielgambetta.com/client-server-game-architect... - https://github.com/0xFA11/MultiplayerNetworkingResources - just a headsup, i am looki…
Re: Bevy game development tutorials and in-depth resources
#33Re: Bevy game development tutorials and in-depth resources
#34Thank you. Not many free and in-depth resource for Bevy engine. Mostly are paid ones. I am surprised that you switch from Ruby to Rust. Seems a different beast to me.
Re: Bevy game development tutorials and in-depth resources
#35Earlier quoted context omitted.
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?
Bevy gives you a very nice ECS 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
#36Re: Bevy game development tutorials and in-depth resources
#37Earlier quoted context omitted.
That's from functional programming.
I don't think anyone claimed that Ruby and Rust were the only two languages with those features, just that they're something they both have in common.
Re: Bevy game development tutorials and in-depth resources
#38Earlier quoted context omitted.
As a long time ruby enjoyer and now also rust enjoyer, the core syntax and systems of rust are very rubyesque in a lot of ways, you can tell that some of the core contributors liked the language.
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
Re: Bevy game development tutorials and in-depth resources
#39Earlier quoted context omitted.
Bevy gives you a very nice ECS 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...
It's a single data structure that contains your entire game though? The whole point of the ECS is that literally everything uses the same data; it's like if you modeled every object in the world with one struct that has an optional field for every piece of data that could exist. I'm not saying that necessarily makes the tradeoff worthwhile, but calling it a "single data structure" is a bit reductive.
Are you asking?
but calling it a "single data structure" is a bit reductive.
No it isn't. It's like a tiny database. Depending on how someone implements it, it could use arrays, hash maps and b-trees. There is no universe where this means a binary that does nothing should be 50 megabytes.
Re: Bevy game development tutorials and in-depth resources
#40Earlier quoted context omitted.
It's a single data structure that contains your entire game though? The whole point of the ECS is that literally everything uses the same data; it's like if you modeled every object in the world with one struct that has an optional field for every piece of data that could exist. I'm not saying that necessarily makes the tradeoff worthwhile, but calling it a "single data structure" is a bit reductive.
It's a single data structure that contains your entire game though? Are you asking? but calling it a "single data structure" is a bit reductive. No it isn't. It's like a tiny database. Depending on how someone implements it, it could use arrays, hash maps and b-trees. There is no universe where this means a binary that does nothing should be 50 megabytes .
No it isn't. It also handles system management and concurrency, basically the main loop of your application.
I also would be cautious of assigning the blame of the binary size onto the data structure on its own.