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Bevy game development tutorials and in-depth resources
- jippo 6mo agoThank you. Not many free and in-depth resource for Bevy engine. Mostly are paid ones. I am surprised that you switch from Ruby to Rust. Seems a different beast to me.
- jaggederest 6mo agoAs a long time ruby enjoyer and now also rust enjoyer, the core syntax and systems of rust are very rubyesque in a lot of ways, you can tell that some of the core contributors liked the language.
- nextaccountic 6mo agoyeah ruby API ideas and the _why poignant guide specifically, they were very influential in programming in general. a number of early rust devs came from ruby as well. all original authors of cargo worked on ruby's bundler earlier. etc
- IshKebab 6mo agoReally? What do you think comes from Ruby? Rust mostly seems to be inspired by ML and C++. Actually I just checked the "official" list and they only list the closure syntax which seems pretty minor: https://doc.rust-lang.org/reference/influences.html https://doc.rust-lang.org/reference/influences.html
- leafario2 6mo agoExpression orientation
- IshKebab 6mo agoThat's from functional programming.
- saghm 6mo agoI don't think anyone claimed that Ruby and Rust were the only two languages with those features, just that they're something they both have in common.
- IshKebab 6mo agoThe claim is that Rust took espression-orientation from Ruby. That's unlikely - it is much more inspired by FP languages which are also expression oriented.
- saghm 6mo agoAh, you're right, I definitely misread that the first time. I think the only thing that Rust probably was directly inspired by Ruby on was the syntax for closures (which is not exactly the same, but when the closure uses a block rather than returning an expression directly it's similar, and I vaguely recall seeing something about that being intentional).
- jaggederest 6mo agoIterator style, chaining, traits, blocks all feel very rubyesque, and expression syntax as well, plus the cargo toolchain is very bundler-informed.
- littlestymaar 6mo agoA significant portion of the prominent community members come from Ruby so I guess there must be something …
- nextaccountic 6mo ago> Mostly are paid ones. can someone link to some of those paid resources?
- GenericCanadian 6mo agoI think Chris Biscardi has some paid resources that involve Bevy at https://www.rustadventure.dev/pricing https://www.rustadventure.dev/pricing they might be referring to. He's also got plenty of free resources which I love to watch: https://www.youtube.com/@chrisbiscardi https://www.youtube.com/@chrisbiscardi
- ramon156 6mo agoTo be fair, Chris is the guy for bevy. He's been making videos long enough to know how to use it properly
- sivakon 6mo agocan you tell me what those paid ones are?
- nextaccountic 6mo ago> These guides are up to date with Bevy version 0.18 This is huge, thanks. Unfortunately many Bevy resources became stale (the Bevy cookbook was even abandoned, there was little interest in keeping it up to date and so there were many sections for, say, Bevy 0.12)
- vivzkestrel 6mo ago- since we are on the topic, i wanted to ask people here - could someone kindly share some resources on c++ game development - here is what i have - https://gamedev.net/tutorials/ https://gamedev.net/tutorials/ - https://shader-learning.com/ https://shader-learning.com/ - https://learnopengl.com/ https://learnopengl.com/ - https://shaderacademy.com/ https://shaderacademy.com/ - https://www.gabrielgambetta.com/client-server-game-architecture.html https://www.gabrielgambetta.com/client-server-game-architect... - https://github.com/0xFA11/MultiplayerNetworkingResources https://github.com/0xFA11/MultiplayerNetworkingResources - just a headsup, i am looking for 3D game development without unreal, unity , godot or any of those engines
- tigerlily 6mo agohttps://lazyfoo.net/ https://lazyfoo.net/
- krilcebre 6mo agoHere's a great one: https://pikuma.com/courses/cpp-2d-game-engine-development https://pikuma.com/courses/cpp-2d-game-engine-development
- ivanjermakov 6mo agoHandmade Hero
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- reitzensteinm 6mo agoThis site is excellent. I emailed the author to thank them after reading it cover to cover, and they replied and asked if anything was unclear or if there was anything I wanted to see explored more. Quite the dedication to a free resource!
- michaelteter 6mo agoThose of us unfamiliar with Bevy can deduce what it might be, but it would be really nice if your introduction included at least a link titled "Bevy game engine" which links to bevy.org. Then your unfamiliar readers can first hop to bevy.org to see what it's all about.
- GenericCanadian 6mo agoVery much agreed and appreciated. I've added an explanation to the top of the homepage.
- roflcopter69 6mo agoThere's also ongoing work on the (for now hidden) Bevy Book https://bevy.org/learn/book/intro/ https://bevy.org/learn/book/intro/ Already seems like a great resource to me but it's still WIP.
- Based-A 6mo agoAs someone who is actively working on the Bevy Book, the next engine release should include the first public release of the Bevy Book. And once it's out, then we'll be doing our best to keep it updated and expand it alongside the Bevy engine.
- dannersy 6mo agoThis is great news and thank you for work.
- Tade0 6mo agoGreat news, thanks. I have to say that several times I tried to invent something from scratch only to eventually find, reading the documentation/examples, that Bevy already has that part covered. I now default to the examples, but a book would greatly help.
- SilentM68 6mo agoThank you :)
- Ugvx 6mo agoThis has been on my list to kick off for a while. From previous times I looked at it, these tutorials are the only text based tutorials that are really kept up to date. Love it
- tyleo 6mo agoI really want to like bevy but compile times are slow and the output binaries are huge. I built a few games in WASM and was shocked to see many of the bevy variants larger than the Unity versions. There’s definitely a market for rust game engines but it seems that no one’s hit the sweet spot yet.
- reitzensteinm 6mo agoCompile times are my biggest struggle, too. I'm vibecoding Bevy with parallel agents, and the bottleneck is often compiling the changes on my 7950X, not getting Codex to write them. As far as file sizes go, I'd be really interested in how a Rust compiler that didn't monomorphize so much would perform. Right now you have to modify the source code to write polymorphic generic functions, but it doesn't strictly have to be that way (at least as far as I can see). I wouldn't use Bevy for a web only game either, especially while it's still single threaded on WASM.
- 0x1ceb00da 6mo agoBevy website has some tips for improving compile times, have you tried them out?
- reitzensteinm 6mo agoYes, absolutely. I did that before vibecoding too, as rapidly editing and testing is so crucial. The way Bevy's internal state is so easily saved and loaded is convenient for this.
- alfiedotwtf 6mo agoI hear Rust being slow to compile is their biggest gripe, but really - look at what you’re gaining for the slowdown! Bevy gives you a very nice ECS to model your app but compilation can be slower than hand crafted code, while not using it gives you tonnes more code and the complexities that come with it, just to compile faster?
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- jvuygbbkuurx 6mo agoMy problem with bevy isn't the basics, but the architecture. I always feel like I'm making wrong decisions on if something should be a component or a field, and how it interacts with other stuff in systems. I just feel like I'm making an unmaintainable mess, but I'm not sure how it could be improved.
- bigbadfeline 6mo ago> I always feel like I'm making wrong decisions on if something should be a component or a field... I just feel like I'm making an unmaintainable mess, That is true for all game platforms, experience takes care of it, don't give up. About compilation time concerns, it doesn't seem to be a problem with Bevy, there's a fast compile mode with very reasonable performance. However, I didn't see any scripting, there are scripting options for rust, it would be good to have bindings for some rust-like scripting.
- GenericCanadian 6mo agoI think ECS is a new enough architecture that the patterns are still very much folk lore. I think a lot of the way I try and structure my Bevy apps comes down to trying to separate the rendering from my game logic. Its very easy to confuse the two responsibilities. Coming from the web and Ruby I find the lack of automated testing and TDD to be foreign to me. So I've been trying to figure out patterns that make my games easier to test. Hoping to write about it soon.
- EddieRingle 6mo ago> I think ECS is a new enough architecture that the patterns are still very much folk lore. ECS is a pretty old idea, built on concepts that are even older. I was playing around with an ECS-like engine of my own in C over 10 years ago, based on blog posts and talks that are now 20-25 years old. Even the Wikipedia article for ECS can trace the origins back to the 1960s. (Though obviously it hasn't been applied to video games for quite that long.) Nowadays I'd probably reach for Godot and Kotlin if I just wanted to build a game in an ergonomic language on a solid foundation. You could still apply ECS concepts there, as well.
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