4 ms·
I think we're about 2 years away. Some areas that need work: a visual Bevy Editor (not built yet but we're shifting focus to it this release cycle), audio (we h
by _cart 4y ago
I think we're about 2 years away. Some areas that need work: a visual Bevy Editor (not built yet but we're shifting focus to it this release cycle), audio (we have it but users need finer control), animation (more composition tools and editor integrations), ui (needs more widgets and ux improvements), asset system (I've been working on the next iteration for awhile to enable things like pre-processing assets), nice visual scene editing workflows (implemented inside the upcoming Bevy Editor).
Glad you're enjoying Bevy so far!
- echelon 4y agoI'd be happy to donate money specially to support animation (especially morph targets) and drive that forward. [1] We want to make a break from Unreal pixel streaming and Rust on the frontend delivered over WASM/WebGPU would be so ideal. The rest of our stack is Rust, so it would slot right in with our Rust monorepo. [1] I was donating to one of the devs until GitHub removed PayPal payments without warning or mitigation about a week ago. I'll fix that soon.
- _ghgp 4y agoWhat would you plan to implement in a visual editor? I've found code works perfectly.
- alice-i-cecile 4y agoScene editing, fast value tweaking (like in bevy_inspector_egui) and more powerful visualization tools for things like schedules are the big "this must be visual" features that I want to land first. Code-first is lovely, but being able to fine-tune things without a recompile is key, and the workflow needs to work for any artists on larger teams too.