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Bevy 0.15 released

bevyengine.org

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Re: Bevy 0.15 released

#3
post #2

Bevy's creator and project lead here. Feel free to ask me anything!

I'm not quite sure why, but this release feels special, there are a ton of new features that I'm really excited to try out. All kinds of applications for the remote protocol even beyond the editor or games.

Two questions: is there any timeframe on the new declarative scene system (BSN)? and if mod_picking was moved into bevy itself, are there any plans to do the same with xpbd or rapier in the future?

Re: Bevy 0.15 released

#4
post #3
post #2

Bevy's creator and project lead here. Feel free to ask me anything!

I'm not quite sure why, but this release feels special, there are a ton of new features that I'm really excited to try out. All kinds of applications for the remote protocol even beyond the editor or games. Two questions: is there any timeframe on the new declarative scene system (BSN)? and if mod_picking was moved into bevy itself, are there any plans to do the same with xpbd or rapier in the future?

We'd like to land initial BSN features within the next two cycles (obviously sooner is better than later).

We do have plans to upstream a physics plugin, but we aren't yet in a rush to do so, given how great the 3rd party options are. Once visual Bevy Editor workflows start being viable, the pressure to bless a physics plugin will go up I think.

Re: Bevy 0.15 released

#5
post #2

Bevy's creator and project lead here. Feel free to ask me anything!

As a casual onlooker, reading blog posts here and there, it's evident the topic of Rusts' suitability for game development is a hot topic of discussion and research. Sometimes it feels there is a sort of existential dread coming with the thought that Rusts' design maybe simply makes it too much of a pain in the long run in attempt to force code to comply with it's required way of thinking.

Do you ever find yourself wondering if its the right path to commit to for future games?

Re: Bevy 0.15 released

#6
post #5
post #2

Bevy's creator and project lead here. Feel free to ask me anything!

As a casual onlooker, reading blog posts here and there, it's evident the topic of Rusts' suitability for game development is a hot topic of discussion and research. Sometimes it feels there is a sort of existential dread coming with the thought that Rusts' design maybe simply makes it too much of a pain in the long run in attempt to force code to comply with it's required way of thinking. Do you ever find yourself w…

The strong criticism Rust got in this area is being poorly suited for rapid throwaway prototyping. I think that's fair — slow compile times and language's focus on writing things properly on the first try are the opposite of what you want when trying out random ideas and seeing what sticks. I think that may be fixable. Partly it's a skill issue (with enough experience, you can cut corners when you known which ones to cut). Partly it could be improved by tooling for hot reloading, and perhaps a scripting language integrated with Rust.

In Bevy in particular almost everything happens through ECS, and the ECS has a Reflection API, so you can hook it up to whatever you want, and manipulate it from any language.

I also wonder what about the rest of the game development lifecycle. Games are taking many years to develop, and not all of that is quick exploration. The more of the game starts taking shape, the more you actually need stuff to work. You need ability to refactor, polish, and extend the implementation without breaking things. You need to be fixing gameplay bugs, not wasting time on hard-to-reproduce crashes.

Re: Bevy 0.15 released

#7
post #2

Bevy's creator and project lead here. Feel free to ask me anything!

Bevy keeps coming up on my radar, and I wish you guys the best! It's a huge undertaking.

Do people need to learn Rust to use the engine? Or is/will there be the option of scripting in a simpler language?

Do you get much in donations? Corporate or individuals?

Also do you have a transparency page that details how you spend donations?

I'm always more confident in donating to projects that have one.

Re: Bevy 0.15 released

#8
post #6
post #5

Earlier quoted context omitted.

As a casual onlooker, reading blog posts here and there, it's evident the topic of Rusts' suitability for game development is a hot topic of discussion and research. Sometimes it feels there is a sort of existential dread coming with the thought that Rusts' design maybe simply makes it too much of a pain in the long run in attempt to force code to comply with it's required way of thinking. Do you ever find yourself w…

The strong criticism Rust got in this area is being poorly suited for rapid throwaway prototyping. I think that's fair — slow compile times and language's focus on writing things properly on the first try are the opposite of what you want when trying out random ideas and seeing what sticks. I think that may be fixable. Partly it's a skill issue (with enough experience, you can cut corners when you known which ones to…

These days it seems as though game stability is a complete afterthought, at least for the big publishers. :/

Re: Bevy 0.15 released

#9
Wow. This seems like a really huge and impressive release, honestly. My impression of Bevy hasn’t always been the greatest for a number of reasons but I could possibly be convinced to see the light on this one! Kinda wish there was a C API though.

Re: Bevy 0.15 released

#10

Wow. This seems like a really huge and impressive release, honestly. My impression of Bevy hasn’t always been the greatest for a number of reasons but I could possibly be convinced to see the light on this one! Kinda wish there was a C API though.

> My impression of Bevy hasn’t always been the greatest for a number of reasons but I could possibly be convinced to see the light on this one!

As one of the Bevy contributors, I'd love to hear what you didn't like in the past, and what you liked from this release. User feedback is super useful - I don't see the same set of pain points most users see since I work on the engine internals.

In general building a game engine is an _extremely_ large task - we're under no illusions that we're going to get it perfect the first time, or even the first few rewrites. But I'm fairly confident in the long term direction of the project, and the community we built and amount of developers contributing means I'm confident that we'll get there eventually :)

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