Bevy game engine 0.6
71–80 of 93 posts
Re: Bevy game engine 0.6
#72Lead Bevy developer here: feel free to ask me anything!
Re: Bevy game engine 0.6
#73Lead Bevy developer here: feel free to ask me anything!
I was wondering if there is any low hanging fruit for WebGL build size improvements.
I did a Unity test build for comparison against your rect example, with a cube and a single script that does nothing (so they can't e.g. strip out Mono).
Listing sizes uncompressed, 7z Ultra (a decent proxy for Brotli), and wasm-opt + 7z Ultra respectively:
Rect example: 13473kb, 1964kb, 1720kb
Basic Unity: 9528kb, 2304kb, 2291kb
Bevy is still leading, but it's getting uncomfortably close.
The uncompressed sizes matter a lot more than any other asset type, as it's all code that has to be compiled, running poorly until the optimized compiler has finished with it. On a Chromebook, my experience is that much code gives you 30-60s of poor FPS before it comes good.
I understand this is not necessarily a focus of Bevy, but I do think that you have an opportunity here to build the first game engine without significant downsides on any single platform. Filling the code base with a bunch of feature flags may not be worth it to achieve that goal, though.
The modularity of Bevy is super exciting (I've asked you before about WebGL builds on here before and you mentioned this). But Unity ships quite a bit of stuff in a basic build and is probably fairly similar in scope to Bevy with all crates.
Re: Bevy game engine 0.6
#74Earlier quoted context omitted.
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
#75Lead Bevy developer here: feel free to ask me anything!
Evil question: I wonder why do you have version zero.something - this looks good enough for a version 1. What do you like to accomplish? And... What kind of help you'll need to get there??
Re: Bevy game engine 0.6
#76Looks 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).
Re: Bevy game engine 0.6
#77Lead Bevy developer here: feel free to ask me anything!
Evil question: I wonder why do you have version zero.something - this looks good enough for a version 1. What do you like to accomplish? And... What kind of help you'll need to get there??
Re: Bevy game engine 0.6
#78Lead Bevy developer here: feel free to ask me anything!
Congratulations on release! I was wondering if there is any low hanging fruit for WebGL build size improvements. I did a Unity test build for comparison against your rect example, with a cube and a single script that does nothing (so they can't e.g. strip out Mono). Listing sizes uncompressed, 7z Ultra (a decent proxy for Brotli), and wasm-opt + 7z Ultra respectively: Rect example: 13473kb, 1964kb, 1720kb Basic Unity…
Please also consider Unity web used to be significantly worse and it took multiples of bevy's lifetime for it to get to where it is now :)
Re: Bevy game engine 0.6
#79Lead Bevy developer here: feel free to ask me anything!
Re: Bevy game engine 0.6
#80Earlier quoted context omitted.
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,…
My take: Software isn't used exclusively on new computers.
I was just reading a forum thread full of complaints that a certain emulator won't work on 4th-gen i5 laptops. I want the software I write to be accessible to owners of machines at least as old as that, and I hope I can do that with Bevy.