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Bevy: A data-driven game engine and app framework built in Rust

bevyengine.org

81–90 of 108 posts

Re: Bevy: A data-driven game engine and app framework built in Rust

#81
post #77

This might be the killer app that finally gets me to use Rust. I've tried so many engine libs/frameworks in so many languages now, and none of them look nearly as complete and ergonomic as this. I don't really want to have to write my own 3d renderer or ECS because the engine's one is bad or nonexistent... this really scratches an itch for me. Clojure take note...

> This might be the killer app that finally gets me to use Rust. For me that would be a multiplatform GUI library.

Relm looks promising. Actually there are a couple of promising GUI libraries coming up in Rust.

Re: Bevy: A data-driven game engine and app framework built in Rust

#82
post #12

Creator of Bevy here. I just announced Bevy yesterday and the response so far has exceeded my wildest expectations. I'm happy to answer whatever questions people have!

I hope you don't mind a piece of constructive criticism about the web page but: the syntax coloring scheme you're using makes the comments nearly invisible. Code comments are useful, and therefore should be easily readable, IMHO.

Re: Bevy: A data-driven game engine and app framework built in Rust

#83
post #12

Creator of Bevy here. I just announced Bevy yesterday and the response so far has exceeded my wildest expectations. I'm happy to answer whatever questions people have!

Congrats! This looks great. The website and the info presented looks very well thought out!

In the features section would really like to see about how Text rendering is handled by Bevy. It is a big feature.

Edit: To clarify, I wanted to know if it uses any known lib (Skia) or technique (signed distance fields) for some fancy text rendering.

Re: Bevy: A data-driven game engine and app framework built in Rust

#84

Earlier quoted context omitted.

ECS has been used relatively heavily in game dev since like late 90's.

So? That has nothing to do with the performance of an implementation which is what I commented on. Data oriented design is about managing data organisation to match access patterns in order to best exploit the hardware cache. That requires more design than simply using the ECS pattern. Which is why a lot of generic engines introduce other concepts like Grouping and Archetypes to try to alleviate this. And even if you…

Serious sam and a lot of bohemia interactive games are written with ECS.

Re: Bevy: A data-driven game engine and app framework built in Rust

#85
post #77

This might be the killer app that finally gets me to use Rust. I've tried so many engine libs/frameworks in so many languages now, and none of them look nearly as complete and ergonomic as this. I don't really want to have to write my own 3d renderer or ECS because the engine's one is bad or nonexistent... this really scratches an itch for me. Clojure take note...

> This might be the killer app that finally gets me to use Rust. For me that would be a multiplatform GUI library.

There are multiple projects which show significant promise to deliver this. In addition to Druid, I've been impressed by Iced, and there are several others that are seeing some development.

Re: Bevy: A data-driven game engine and app framework built in Rust

#86
post #81
post #77

Earlier quoted context omitted.

> This might be the killer app that finally gets me to use Rust. For me that would be a multiplatform GUI library.

Relm looks promising. Actually there are a couple of promising GUI libraries coming up in Rust.

Yes. There's https://areweguiyet.com/

But I'm secretly hoping for a multiplatform GUI library that covers smartphones too. I realize that might be too much to ask though ;)

Re: Bevy: A data-driven game engine and app framework built in Rust

#87

Earlier quoted context omitted.

So? That has nothing to do with the performance of an implementation which is what I commented on. Data oriented design is about managing data organisation to match access patterns in order to best exploit the hardware cache. That requires more design than simply using the ECS pattern. Which is why a lot of generic engines introduce other concepts like Grouping and Archetypes to try to alleviate this. And even if you…

Serious sam and a lot of bohemia interactive games are written with ECS.

They are? Because you can see the source for the Serious Engine 1 here: https://github.com/Croteam-official/Serious-Engine

Looking at that it has way more in common with an OOPish inheritance/composition approach to entities than the ECS view of an entity being a primary key into a data store of components with a pipeline of systems acting in a component centric manner to update the game state.

Re: Bevy: A data-driven game engine and app framework built in Rust

#88
post #80
post #62

This is amazing . Seriously: I had a look at nearly every game engine/GUI solution in Rust and this is by far the most thought out, ergonomic and complete thing I found. Color me stoked!

Just curious, have you seen amethyst? https://amethyst.rs/ I'm wondering what you find not well thought out about it.

I've tried using Amethyst a few times but never finished anything. Upon each attempt I ended up moving to another language/framework due to the frustration of horrible compile times. Also, while there are lots of comprehensive docs, but the docs were written for a variety of versions so there was a lot of friction to get something simple started. It has been several months since my last attempt, so perhaps Amethyst has improved since then. I do love the promises Amethyst makes and for the same reason I'm very interested in Bevy.
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