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I'm not sure if that is an answer or an additional question. If an indie game maker wanted to make a game, why would they use Bevy over the Unreal Engine? It it
by maps7 6y ago
I'm not sure if that is an answer or an additional question. If an indie game maker wanted to make a game, why would they use Bevy over the Unreal Engine? It it just because it's different or are there advantages?
- setr 6y agoRust, ECS-core, slimmer abstractions, less tooling (less to learn, but also less pre-built), less complex as a general rule since its less featureful, which also means less cruft/bloat; unreal engine also has a general preference towards "realistic graphics & FPS gaming", to whatever detriment this means for any other type of game (e.g. afaik 2D games are not well-supported or tooled, and probably never will be; graphics tooling can be dramatically overcomplicated when you're chasing something stupidly simple, like replicating King's Field style billboard-3D graphics), etc The big three specifically, which is pretty close to the reasoning for choosing any game engine thats not Unreal/Unity probably would be: 1. Rust 2. ECS 3. More likely to understand the damned thing
- tpxl 6y agoSorry, the sentence has a question mark at the end because basically everything is different. Size: Bevy is probably thousands of times smaller than UE. That is either a feature or a bug, depending on your needs. Complexity/feature set: Bevy is a lot simpler because it's simply smaller. This of course means it's less capable. Again, feature or bug, depending on needs. Language: UE is written in C++, so you can make games in C++ and its own language UnrealScript. Bevy is written in rust. Feature/bug depending on needs. License: UE has a source-available commercial license, while bevy is FOSS (MIT license). A more open license is obviously better, but the commercial licenses generally come with support. That said, I'm not a professional game developer, but am currently experimenting with the Godot engine (Also an indie FOSS engine, but a little older). I don't really like GDScript, but I can just use C++ bindings anyways.