Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
_cart
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
30 ms
·
31.
▲
by
_cart
3y ago
I suspect that as a visualizer for an emulator, Bevy would be a reasonable fit. You could use Bevy UI or build your own for the emulator interface. You might want to build a custom shader to display emulator outputs. You could also consider
32.
▲
by
_cart
3y ago
Among Bevy contributors (including myself) there is a general hesitance to invest too much time in official learning material that will be obsolete by the next release. Bevy's APIs are beginning to stabilize ... and the appetite (both
33.
▲
by
_cart
3y ago
Yup I've seen this done before! You need to build a way to pass information to/from the UI to Bevy. Plenty of ways to do this, both from the Rust (wasm) side (ex: web_sys) or the Javascript side (invoking wasm functions)
34.
▲
by
_cart
3y ago
Noted!
35.
▲
by
_cart
3y ago
Thank you for the kind words! Messages like these are what help me push through the hard days.
36.
▲
by
_cart
3y ago
Haha yeah we have a tendency to merge a lot of "ready" work near the end. We do plan to have a thorough rendering guide. We've just been putting it off as the renderer has been (and still is) in flux. Once the dust settles a
37.
▲
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 e
38.
▲
by
_cart
3y ago
Yup! Here is a Bevy example that simulates Conway's Game Of Life in a compute shader: https://github.com/bevyengine/bevy/blob/main/examples/shader...
39.
▲
by
_cart
3y ago
Yup! The Bevy Editor is our current highest priority. The first step is building out a new Scene / UI system that will serve as the foundation for the editor (as the Bevy Editor will be built as a Bevy App). I have a post about this (w
40.
▲
by
_cart
3y ago
Bevy's creator and project lead here. Feel free to ask me anything!
41.
▲
by
_cart
3y ago
I am _very_ happy with using ECS for the core of the engine. But this is a _very_ nuanced topic. We do not meaningfully "use ECS everywhere", which is a common characterization ("square peg round hole"). I have long been
42.
▲
by
_cart
3y ago
I certainly _love_ building game engine technology, but my ultimate goal is definitely to build games. I've actually already started working on a more serious game in Bevy during my free time. It isn't yet a high priority for me,
43.
▲
by
_cart
3y ago
Creator and lead developer of Bevy here. Feel free to ask me anything!
44.
▲
Bevy's Third Birthday
(bevyengine.org)
36 points
by
_cart
3y ago
|
6 comments
45.
▲
by
_cart
3y ago
It is something we care about, but it also isn't our first priority (as it is a "fallback" backend when other newer apis aren't available on a system). Given that we support WebGL (which IS a high priority for us and is
46.
▲
by
_cart
3y ago
We'd like to open the floodgates on Bevy Book development asap. This taking so long has largely been my fault ... I've been overly protective of the Bevy Book while also not giving it the attention it deserves. Here is our current
47.
▲
by
_cart
3y ago
Molecoole is a fun one on Steam: https://store.steampowered.com/app/1792170/Molecoole/ We're still in the early days of the engine so most games are pretty small in scope. But there are still plenty of f
48.
▲
by
_cart
3y ago
This is definitely feasible in Bevy (either via Rust codegen, "interpreter-style" node execution, or scripting). And will be even more feasible once we have an official visual Bevy Editor. However I'm pretty skeptical of &quo
49.
▲
by
_cart
3y ago
This cycle getting UI ready for the editor is my primary focus. I'll be considering all of our options (improvements to the existing system or embracing one of the many community Bevy UI plugins). I can't give much more clarity th
50.
▲
by
_cart
3y ago
Building an editor is one of our highest priorities. We've been laying the groundwork for this for awhile and we would like to have tangible progress here within the year. We can't commit to specific dates, but know that a full ed
51.
▲
by
_cart
3y ago
This essentially came down to: 1. We've started blurring the lines by having optional depth and normal prepasses (to enable new rendering features) 2. We have renderer devs that are currently experimenting in this space Whether or not
52.
▲
by
_cart
3y ago
Creator and lead developer of Bevy here. Feel free to ask me anything!
53.
▲
Bevy 0.11: ECS-driven game engine built in Rust
(bevyengine.org)
133 points
by
_cart
3y ago
|
29 comments
54.
▲
by
_cart
3y ago
Yup currently pretty simple. You can play as many sounds as you want and control playback (pause/play, speed, volume) for each instance of a sound being played. We support spatial audio. Biggest missing piece is an "audio bus"
55.
▲
by
_cart
3y ago
This is pretty much aligned with my feelings as well. I think wgpu was by far the right call. Pretty much all general purpose engines have some form of generic "gpu device" api. wgpu solves that space quite nicely and in a more co
56.
▲
by
_cart
3y ago
This isn't a high priority for us as Bevy relies on std for a good chunk of its features and dependencies. Any Bevy console ports would likely rely on an std implementation on that console. Which specific consoles are you considering t
57.
▲
by
_cart
3y ago
Not my personal immediate priority, but one of our ECS SMEs (subject matter experts) is currently experimenting with relations. The earliest it would land is probably two releases from now (around 4 months from now), but it could be longer.
58.
▲
by
_cart
3y ago
Should roll out soon
59.
▲
by
_cart
3y ago
Turns out we weren't optimizing these builds for size. We just merged a fix! We've also set the right content type on cloudflare to enable streaming/compression. The raw size is down to 13mb and the actual download size (with
60.
▲
by
_cart
3y ago
Creator and lead developer of Bevy here. Feel free to ask me anything!
More ›