3 ms·
Bevy tries to have its cake and eat it too. We have a large, opinionated featureset (ex: how should rendering code look, high level materials, sprites, meshes,
by _cart 3y ago
Bevy tries to have its cake and eat it too. We have a large, opinionated featureset (ex: how should rendering code look, high level materials, sprites, meshes, animation, scenes, etc) where everything works nicely together. However we are extremely modular to the point that you can do pretty much anything in Bevy. People build their own renderers, do command line only terminal UIs, custom UI systems, etc etc.
We make tradeoffs all the time. We prioritize accessibility / developer UX to a pretty high degree. But this very rarely means cutting features. The hard part is generally _how_ we expose a feature, not _if_.
"What is the "ideal" project to use bevy for right now?"
Bevy is well suited to many project types. The biggest missing piece is a lack of a visual editor (we are working on this, and while you wait you can use programs like Blender or ldtk to compose your scenes). I'd say the ideal project is (1) Small-to-medium-sized in scope, to help mitigate the risk of using a younger engine (2) doesn't need a full Bevy Editor / can get away with code driven or external-editor-driven scenes.