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Bevy game development tutorials and in-depth resources

taintedcoders.com

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Re: Bevy game development tutorials and in-depth resources

#51

Earlier quoted context omitted.

I swear I have only heard about ECS and people trying to show off how good the ECS is when it comes to Bevy, never about an actual game.

"There are more rust game engines than rust games" - Confucius

"The claim which is made without proof can be dismissed without proof" - Big Brain

Re: Bevy game development tutorials and in-depth resources

#52
post #44

Earlier quoted context omitted.

system management What does that mean? concurrency Some data structures and databases deal with concurrency.

In this case systems are the S of ECS and contain all your game logic, acting upon the entities and components (E and C). By system management I assume they mean the APIs bevy offers for scheduling and sequencing systems and events so your game logic remains modularized while still running in the correct order.

It seems like you're calling an entire game engine "ECS". I'm not sure what the point is here, the whole question was what justifies having a 50 MB hello world binary. It doesn't matter what you put into a data structure, the data structure itself shouldn't make 50 MB binaries.

Re: Bevy game development tutorials and in-depth resources

#53

My 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.

I think ECS is a new enough architecture that the patterns are still very much folk lore. I think a lot of the way I try and structure my Bevy apps comes down to trying to separate the rendering from my game logic. Its very easy to confuse the two responsibilities. Coming from the web and Ruby I find the lack of automated testing and TDD to be foreign to me. So I've been trying to figure out patterns that make my gam…

> lack of automated testing and TDD

Rust has testing in the standard library -- IMHO Bevy is far easier to test than most game engines because it's "just rust". You can test game logic by starting headless apps, proding the ECS, and making assertions on the results.

For acceptance tests I've dusted off cucumber (after ten years of not thinking about BDD), as I it works great with Bevy

Re: Bevy game development tutorials and in-depth resources

#54
post #44

Earlier quoted context omitted.

In this case systems are the S of ECS and contain all your game logic, acting upon the entities and components (E and C). By system management I assume they mean the APIs bevy offers for scheduling and sequencing systems and events so your game logic remains modularized while still running in the correct order.

It seems like you're calling an entire game engine "ECS". I'm not sure what the point is here, the whole question was what justifies having a 50 MB hello world binary. It doesn't matter what you put into a data structure, the data structure itself shouldn't make 50 MB binaries.

No, they aren't calling the entire game engine "ECS". Entity-Component-System is an architecture that Bevy is structured around.

As I have previously stated, I wouldn't blame the data structures used behind Bevy just yet, given Rust's tendency for making bloated binaries. What is taking the most space in this 50MB binary? How does it scale with the complexity of the application?

Re: Bevy game development tutorials and in-depth resources

#55
post #51

Earlier quoted context omitted.

"There are more rust game engines than rust games" - Confucius

"The claim which is made without proof can be dismissed without proof" - Big Brain

What are some notable rust games?

Re: Bevy game development tutorials and in-depth resources

#56
post #36

Earlier quoted context omitted.

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.

The claim is that Rust took espression-orientation from Ruby. That's unlikely - it is much more inspired by FP languages which are also expression oriented.

Ah, you're right, I definitely misread that the first time. I think the only thing that Rust probably was directly inspired by Ruby on was the syntax for closures (which is not exactly the same, but when the closure uses a block rather than returning an expression directly it's similar, and I vaguely recall seeing something about that being intentional).

Re: Bevy game development tutorials and in-depth resources

#57

Earlier quoted context omitted.

It seems like you're calling an entire game engine "ECS". I'm not sure what the point is here, the whole question was what justifies having a 50 MB hello world binary. It doesn't matter what you put into a data structure, the data structure itself shouldn't make 50 MB binaries.

No, they aren't calling the entire game engine "ECS". Entity-Component-System is an architecture that Bevy is structured around. As I have previously stated, I wouldn't blame the data structures used behind Bevy just yet, given Rust's tendency for making bloated binaries. What is taking the most space in this 50MB binary? How does it scale with the complexity of the application?

Even if you can put a function pointer into a data structure, that's still just a data structure.

Re: Bevy game development tutorials and in-depth resources

#58

Earlier quoted context omitted.

No, they aren't calling the entire game engine "ECS". Entity-Component-System is an architecture that Bevy is structured around. As I have previously stated, I wouldn't blame the data structures used behind Bevy just yet, given Rust's tendency for making bloated binaries. What is taking the most space in this 50MB binary? How does it scale with the complexity of the application?

Even if you can put a function pointer into a data structure, that's still just a data structure.

I don't know where you are trying to go with this logic. You still haven't assured that the 50MB is actually related to data structures used behind by bevy, lest you are insunating that the data structures used by bevy are solely responsible for that size, which is not what the post claims.

Re: Bevy game development tutorials and in-depth resources

#59

Earlier quoted context omitted.

> Mostly are paid ones. can someone link to some of those paid resources?

I think Chris Biscardi has some paid resources that involve Bevy at https://www.rustadventure.dev/pricing they might be referring to. He's also got plenty of free resources which I love to watch: https://www.youtube.com/@chrisbiscardi

To be fair, Chris is the guy for bevy. He's been making videos long enough to know how to use it properly
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