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1. I want to be ambitious while also being realistic. AAA studios won't even consider using Bevy until it has more features and has stood the test of time. So i
by _cart 6y ago
1. I want to be ambitious while also being realistic. AAA studios won't even consider using Bevy until it has more features and has stood the test of time. So in the short term our market is essentially "indies and enthusiasts". I want Bevy to cater to those people, but with an eye toward larger projects. We don't want to design ourselves into a "locally optimal" corner that prevents us from appealing to large studio. That being said, even in the short term I am extremely interested in advanced rendering techniques and will be investing a good portion of my time on adding things like GI and PBR.
2. Small binaries is absolutely something I care about. Last time I checked we could produce a "hello world" game with windowing + rendering thats just a little bit over 1 MB. I think we could probably make that smaller with some effort.
edit for some additional clarity: this involved running a post-processing "strip" process on the binary.
- guscost 6y agoAs someone who may be tinkering with a game this decade, one big factor which favors “use prebuilt engine” in my thinking is that some of them abstract away the work required to port between different systems. Is this really a very big hurdle in your opinion? And do you see console ports being part of this engine in the future? The API looks great in any case, and I’ll try it out, at least as a starting point to get back into Rust and ECS. Nice work!
- meheleventyone 6y agoConsole adoption and porting essentially require a game or games that need to be ported. Typically this happens through third party companies for games built on open source projects.
- Thaxll 6y agoYou can't just port something to work on Sony / MS / Nintendo platform, only them manage the toolchain and they just don't usually support things outside of C++ / C#.