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I'd say the inertia is far more social than codebase size related. Right now whilst there are pockets of interest there is no broader reason to switch. Bevy as
by meheleventyone 2y ago
I'd say the inertia is far more social than codebase size related. Right now whilst there are pockets of interest there is no broader reason to switch. Bevy as the leading contender isn't going to magic it's way to being capable of shipping AAA titles unless a studio actually adopts it. I don't think it's actually shipped a commercially successful indie game yet.
Also game engines emphatically don't have to be huge. Look at Balatro shipping on Love2d.
- pcwalton 2y agoThere are a few successful games like Tunnet [1] written in Bevy. [1]: https://store.steampowered.com/app/2286390/Tunnet/ https://store.steampowered.com/app/2286390/Tunnet/
- meheleventyone 2y agoLooks cool and well received but at ~300ish reviews hardly a shining beacon if we extrapolate sales from that. But I'll say that's a good start.
- TillE 2y agoSpeaking as a Godot supporter, I don't think sales numbers of shipped games are relevant to anyone except the game's developer. When evaluating a newer technology, the key question is: are there any major non-obvious roadblocks? A finished game (with presumably decent performance) tells you that if there are problems, they're solvable. That's the data.
- pcwalton 2y agoAgreed. We've learned a lot from Godot, by the way. I consider all us open source engines to be in it together :)
- meheleventyone 2y agoGame engines are tools not fan clubs. It’s reasonable to judge them on their performance for which they are designed. As someone who cares about the commercial viability of their technology choices this is a small but positive signal. What it tells me is someone shipped something and it wasn’t awful. Props to them!
- lelanthran 2y ago> A finished game (with presumably decent performance) tells you that if there are problems, they're solvable. It doesn't tell you anything about velocity, which is by far the most important metric for indie devs. After all, the studio could have expended (maybe) twice as much effort to get a result.
- pcwalton 2y agoOr maybe Rust allowed them to develop twice as fast. Who knows? We're going by data here, and this data point shows that games can be made in Bevy. No more and no less.
- cableshaft 2y ago> Also game engines emphatically don't have to be huge. Look at Balatro shipping on Love2d. Balatro convinced me that Love2D might be a good contender for my next small 2D game release. I had no idea you could integrate Steamworks or 2D shaders that looked that good into Love2D. And it seems to be very cross-platform, since Balatro released on pretty much every platform on day 1 (with some porting help from a third party developer it seems like). And since it's Lua based, I should be able to port a slightly simpler version of the game over to the Playdate console. I'm also considering Godot, though.
- meheleventyone 2y agoThere’s a pretty big difference between the Playdate and anything else in performance but also in requirements for assets. So much so I hope your idea is scoped accordingly. But yeah Love2d is great.
- cableshaft 2y agoIt is. I've already half ported one of my games to the Playdate (and own one), I'm pretty aware of its capabilities. The assets are what I struggle with most. 1-bit graphics that look halfway decent are a challenge for me. In my half-ported game, I just draw the tiles programatically, like I did in the Pico-8 version (and they don't look anywhere near as good as a lot of Playdate games, so I need to someday sit down and try to get some better art in it).