Live data from Hacker News

Bevy game engine 0.6

bevyengine.org

61–70 of 93 posts

Re: Bevy game engine 0.6

#61
post #22
post #20

Earlier quoted context omitted.

Super happy to see 0.6 released, great work! I've been sponsoring for close to a year, but haven't kept up with the Discord in many months. Currently I'm just been checking for updates every couple of weeks, and sometimes checking the state of GitHub issues and milestones. However, is there any better way for me to keep up with progress? If not, has there been any thought about having regular status updates? They don…

Going forward, we will be doing a curated This Month In Bevy newsletter. We've had templates in draft mode for awhile, but getting 0.6 out the door has taken precedence. I'd like to release our first newsletter this month!

That's great to hear! Thank you for all the hard work, I'm looking forward to see Bevy grow, and really hope it'll end up becoming a worthy competitor to Unity/UE/Godot for commercial games some day!

Re: Bevy game engine 0.6

#62

Earlier quoted context omitted.

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 pattern…

There's a really good blog post about the engineering of mipmaps from the perspective of mipmapping messing up their VR game's text legibility here: https://bgolus.medium.com/sharper-mipmapping-using-shader-ba... (May have been featured on HN recently, I can't remember how I got there). Often mipmaps are pretty much automatic from the player's perspective, it's often kind of baked in by the developers when processing…

> (May have been featured on HN recently, I can't remember how I got there).

John Carmack tweeted about it a few days ago (it always annoys me when I can't remember where I saw something).

Re: Bevy game engine 0.6

#63

Shameless plug, I wrote a snake tutorial for bevy that’s become pretty popular, and just updated it for 0.6. https://mbuffett.com/posts/bevy-snake-tutorial/

Thank you, I was just asking myself if you are still updating it. Really nice tutorial

Re: Bevy game engine 0.6

#65
post #4

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

I haven’t tried bevy, so this question may sound naive. Does the new renderer support shadows for 2d rendered games? Something I’ve played around with in Godot and can look quite nice.

Also, I tried to search for the answer to this: is there any information on ways to make a game build with bevy moddable?

Re: Bevy game engine 0.6

#66
post #4

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

I noticed the short section on changes to Bevy's UI. I expect both GPU rendering and ECS will be important capabilities to consider for new GUI systems, and Bevy does both well. How do you imagine Bevy fitting into the budding Rust GUI story a la https://areweguiyet.com ? An entrant itself? The backend for one? Would you consider pure GUI applications an important use-case for Bevy now, or perhaps some time in the fu…

So, I'm not Cart, but I'm a major contributor. My vision for this is as both an entrant and a logic-backend for GUI. In terms of use cases, I expect that: games > servers > scientific simulation > pure GUI, but all four are something we're trying to be actively mindful of. Accessibility matters, but native-look-and-feel is effectively a non-goal at the engine level; there's a lot of other frameworks that can provide this and cross-platform unification is more important.

We're planning to follow Godot and dogfood the UI to build out the editor, so support for pure GUI applications is something that we'll be actively testing.

Re: Bevy game engine 0.6

#67
post #4

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

How do you pronounce Bevy? Long e like “Beevy” or short e like “Bevvy”? What’s the origin of the name?

A short e, as in: https://www.dictionary.com/browse/bevy

The birds in the logo tie into the name! But I don't know about its origin beyond that.

Re: Bevy game engine 0.6

#68

Shameless plug, I wrote a snake tutorial for bevy that’s become pretty popular, and just updated it for 0.6. https://mbuffett.com/posts/bevy-snake-tutorial/

I think there is a mistake when calling the setup_camera function in main. You call setup not setup_function, which I think is incorrect. Thanks for writing that up! Great article.

Re: Bevy game engine 0.6

#69

Shameless plug, I wrote a snake tutorial for bevy that’s become pretty popular, and just updated it for 0.6. https://mbuffett.com/posts/bevy-snake-tutorial/

Oh no, I just did it right before the 0.6 update.

But good tutorial!

Re: Bevy game engine 0.6

#70

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…

What do you mean by single screen? There's no technical reason for that to be the case and there are already games that have multiple screens, even past the basic main menu + main game loop ones. You can find multiple functioning and fun, if small, games here https://bevyengine.org/assets/#games.

> it's not clear if it now supports OpenGL

Why do you need opengl when you have support for D3D, Vulkan, Metal, OpenglES, and WebGL2? What amount of the market are you missing?

The reason you don't see many Bevy games is 1) yes, it's new and relatively immature and 2) it takes a long time to make a game. That said, I've had a lot of fun building out a tbs game with it and have been very impressed with the foundation so far. On top of that you get to write in Rust which for me is a huge productivity boost when compared to writing in say C# for Unity, but that's subjective.

Post reply on HN