4 ms·
Lead Bevy developer (and creator) here. Ask me anything!
by _cart 4y ago
Lead Bevy developer (and creator) here. Ask me anything!
- nemomarx 4y agoOutside of the docs on your site, are there good community tutorials for Bevy?
- _cart 4y agoBevy Community-Made Learning Materials: https://bevyengine.org/assets/#learning https://bevyengine.org/assets/#learning Some Youtube Content: https://www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j-KXuThRiSXc6 https://www.youtube.com/playlist?list=PL6uRoaCCw7GN_lJxpKS3j... https://www.youtube.com/channel/UC7v3YEDa603x_84PgCPytzA https://www.youtube.com/channel/UC7v3YEDa603x_84PgCPytzA https://www.youtube.com/c/chrisbiscardi/featured https://www.youtube.com/c/chrisbiscardi/featured
- jeremychone 4y agoHere is a bevy video tutorial I did: https://youtu.be/j7qHwb7geIM https://youtu.be/j7qHwb7geIM Source on GitHub.
- aimor 4y agoWhat are some projects where people use Bevy for simulations (as opposed to gaming)? It’s something I’m going to do, and I’d love to see how it’s worked out for others.
- Carbonhell 4y agoI wrote a thesis for my bachelor's regarding the development of an agent-based simulation framework in Rust where I managed the visualization side. The project takes inspiration from other frameworks such as MASON (in particular for the architecture), NetLogo, Agent.jl and others. I initially developed the visualization subsystem with Amethyst, after my thesis Amethyst was discontinued and, since I was already following Bevy since it went public and it looked like it was gaining a lot of momentum, I refactored our framework to switch to Bevy. Our project is open source: https://github.com/krABMaga/krABMaga https://github.com/krABMaga/krABMaga . Being my first approach to Rust and my first serious greenfield project, I think there are a lot of parts which can be improved, but I was able to get by with my extremely limited knowledge of both Rust and Bevy and obtain decent results. The things I loved the most of Bevy was the low amount of boilerplate code needed, the WASM+WebGL support which allowed me to easily let guests run simulations from our github.io site (https://krabmaga.github.io/ https://krabmaga.github.io/) at near native (sequential) performance and, just like the whole Rust ecosystem, the friendliness of the community. Even though I bothered quite a bit on the Discord server since the documentation wasn't the clearest for me back when I started (Bevy 0.5), both the team members and users always led me a hand. I also think the ECS approach is extremely useful for our usecase, by defining agents as entities with the Agent component, along with a system which acts as an event loop by executing a simulation step and triggering the agents' behaviour rules. I also noticed the Bevy team might be interested in the simulation field (https://github.com/bevyengine/bevy/discussions/1678 https://github.com/bevyengine/bevy/discussions/1678), I am sure more projects of this kind would be hugely appreciated!
- zaxcellent 4y agoI remember reading about the conceptualizing of a Bevy editor of some kind a while ago. I recently tried to find information about its progress but came up empty. What's the current status of the game editor for Bevy?
- ChadNauseam 4y agoI was curious too, and found he answered this question during the reddit AMA for this release (https://old.reddit.com/r/rust/comments/wc0sqc/bevy_08/ https://old.reddit.com/r/rust/comments/wc0sqc/bevy_08/): We've been peeling back the layers of the "editor onion" for awhile now. We've been focused on "foundational engine systems" since Bevy first released. But from here on out, our focus will be shifting. My next big project is "asset preprocessing", which is an important part of editor workflows. Other prominent Bevy developers have started to shift their focus toward preparing Bevy UI for editor scenarios. I would like to break ground on the editor by the end of the year and have some sort of scene editor MVP proved out. This is ambitious, but I think it is possible given where we are at now. It will be awhile before we have a final editor workflow sorted out, but this will be an open, iterative process that the community will be able to follow along with as it develops. Mobile is in a pretty good spot at this point: iOS support is pretty stable now. People have already started publishing Bevy iOS apps to the Apple App Store: https://noumenal.app https://noumenal.app. Android is close, but not quite there yet. As of this release, Android builds kind of work again. You can build and deploy android apps, but they lose their renderer context if you suspend or resume the app. Audio also doesn't work yet :)
- _cart 4y agoIt is something we've been building toward for awhile. We've been focused on core systems like the renderer and ecs for awhile now, but we're finally at the point where we can start moving up the stack. We will be focusing on scenes, asset workflows, ui, and the editor from here on out (with scenes, asset workflows, and UI being the focus for the next release). I'd like to have some sort of editor MVP by the end of the year. Until then, there are community efforts like: https://github.com/jakobhellermann/bevy_editor_pls https://github.com/jakobhellermann/bevy_editor_pls
- Rivide 4y agoDo you know how big the performance cost would be when scripting with the new ECS APIs? Does the indirection involved mean that we lose some benefits of cache locality?
- _cart 4y agoThis Javascript / TypeScript implementation is still doing table + sparse set iteration, so I suspect cache locality is still reasonable. But you'd want to test to be sure. https://github.com/jakobhellermann/bevy_mod_js_scripting/blob/main/src/runtime/ecs.rs https://github.com/jakobhellermann/bevy_mod_js_scripting/blo... Given how new this effort is, I suspect there are plenty of areas with room for improvement.