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Bevy game engine 0.6

bevyengine.org

41–50 of 93 posts

Re: Bevy game engine 0.6

#41

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…

This release primarily constitutes a massive rendering API rework. You can think of it more as a foundation that makes it easier to implement better rendering features in the future.

If you check the release notes, you'll see HDR/Bloom support was dropped at the last minute, and several other major rendering features are still pending implementation. [0]

The great part about Bevy is that it's modular, so you can swap out the renderer if you like. For example, there's already several people using Bevy with Embark's kajiya renderer.[1]

[0] https://bevyengine.org/news/bevy-0-6/#more-renderer-features

[1] https://github.com/EmbarkStudios/kajiya

Re: Bevy game engine 0.6

#42
post #7

Earlier quoted context omitted.

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.

I don't believe that multi frame processing is a required part of a pipelines render.

It just means the render stages are customizable, therefore is more flexible. See Unity as an example.

Re: Bevy game engine 0.6

#43

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…

You're the first person I see that also has this position! Anti-alias makes the difference between an image looking like it's a rendered set of datastructures by a computer, or if it's a virtual world you happen to have an image of. All other aspects of graphics - light, shadow, texture resolution, polygon count - can be considered endearing style, but not aliasing and bad texture filtering.

Re: Bevy game engine 0.6

#44
post #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?

We support low-end devices well (although this is a constant balancing act)! Bevy runs well on iOS currently (and we have WIP Android support ... we're working on re-enabling that asap). Fans spinning is a known issue, but it is generally decoupled from framerates (which tend to be fine). On some machines we are over-engaging cores, even with empty apps that do nothing ... my current theory is that we need to adjust how our task pools are managed.

Re: Bevy game engine 0.6

#46
post #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…

Yup shadows are notoriously difficult to make pretty in all situations. Fortunately we do have a number of "shadow quality" improvements in progress: https://bevyengine.org/news/bevy-0-6/#more-renderer-features. And we'll probably be improving shadows indefinitely from now on. The tech in that space is constantly evolving.

Re: Bevy game engine 0.6

#47
post #10

Earlier quoted context omitted.

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.

I tried for a minute but it just wouldn't work out of the box and I didn't have time to investigate, so I reenabled the default for now.

I thought I saw somewhere rust devs themselves recommending Rust Analyzer too

Re: Bevy game engine 0.6

#48

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…

> 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.

I don't think I've ever heard this perspective before. Thank you for sharing your thoughts. This one is pretty unique, I think.

Re: Bevy game engine 0.6

#49
Curious if others are able to see the WebGL2 examples working on iOS. They do not render for me, but WebGL2 definitely works in general, at least on 15.1+ (as per other sites and my own dev work)

Re: Bevy game engine 0.6

#50

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

I _love_ the Rust plugin for Intellij. I have used VSCode a ton as well, but never for Rust. In general, I think Intellij is heads and shoulders above VSCode, but it is possible that 'rust analyzer' makes all the difference (I might check it out sometime).
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